History Main / ColorWash

8th Apr '17 9:33:23 PM bowserbros
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* UsefulNotes/GameBoy games that were compatible with the UsefulNotes/SuperGameBoy tended to feature this due to the fact that the Game Boy could only display objects in 4 shades of gray, with the games being programmed to reflect this; while certain static areas of the screen could be given individual color palettes, mobile areas of play (such as stage backgrounds and characters) all used single, unified palettes, sometimes changing these palettes from stage to stage. Two notable examples of this were ''VideoGame/KirbysDreamland2'' and ''VideoGame/PokemonRedAndBlue'', which used a different "tint" for the game depending on what world/area the player was in (a trait which was also present in the world selection map in ''[=KDL2=]''; hovering to a different world immediately changed the game's tint). Games that weren't compatible with the SGB could also use color washing thanks to the various palettes the player could create and/or choose from, with certain titles having default palettes pre-coded into the SGB's hardware. For example, ''VideoGame/{{Alleyway}}'' used a primarily lavender & yellow palette, ''VideoGame/KirbysDreamLand'' used a reddish-pink palette, and ''VideoGame/MetroidIIReturnOfSamus'' used a near-psychedelic red, green, and yellow palette.

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* UsefulNotes/GameBoy games that were compatible with the UsefulNotes/SuperGameBoy tended to feature this due to the fact that the Game Boy could only display objects in 4 shades of gray, with the games being programmed to reflect this; while certain static areas of the screen could be given individual color palettes, mobile areas of play (such as stage backgrounds and characters) all used single, unified palettes, sometimes changing these palettes from stage to stage. Two notable examples of this were ''VideoGame/KirbysDreamland2'' ''VideoGame/KirbysDreamLand2'' and ''VideoGame/PokemonRedAndBlue'', which used a different "tint" for the game depending on what world/area the player was in (a trait which was also present in the world selection map in ''[=KDL2=]''; hovering to a different world immediately changed the game's tint). Games that weren't compatible with the SGB could also use color washing thanks to the various palettes the player could create and/or choose from, with certain titles having default palettes pre-coded into the SGB's hardware. For example, ''VideoGame/{{Alleyway}}'' used a primarily lavender & yellow palette, ''VideoGame/KirbysDreamLand'' used a reddish-pink palette, and ''VideoGame/MetroidIIReturnOfSamus'' used a near-psychedelic red, green, and yellow palette.
8th Apr '17 9:33:00 PM bowserbros
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* ''UsefulNotes/GameBoy'' games that were compatible with the ''UsefulNotes/SuperGameBoy'' tended to feature this due to the fact that the Game Boy could only display objects in 4 shades of gray; while certain static areas of the screen could be given individual color palettes, mobile areas of play (such as stage backgrounds and characters) all used single, unified palettes, sometimes changing these palettes from stage to stage. Two notable examples of this were ''VideoGame/KirbysDreamland2'' and ''VideoGame/PokemonRedAndBlue'', which used a different "tint" for the game depending on what world/area the player was in (a trait which was also present in the world selection map in ''[=KDL2=]''; hovering to a different world immediately changed the game's tint). Games that weren't compatible with the SGB could also use color washing thanks to the various palettes the player could create and/or choose from, with certain titles having default palettes pre-coded into the SGB's hardware. For example, ''VideoGame/{{Alleyway}}'' used a primarily lavender & yellow palette, ''VideoGame/KirbysDreamLand'' used a reddish-pink palette, and ''VideoGame/MetroidIIReturnOfSamus'' used a near-psychedelic red, green, and yellow palette.

to:

* ''UsefulNotes/GameBoy'' UsefulNotes/GameBoy games that were compatible with the ''UsefulNotes/SuperGameBoy'' UsefulNotes/SuperGameBoy tended to feature this due to the fact that the Game Boy could only display objects in 4 shades of gray; gray, with the games being programmed to reflect this; while certain static areas of the screen could be given individual color palettes, mobile areas of play (such as stage backgrounds and characters) all used single, unified palettes, sometimes changing these palettes from stage to stage. Two notable examples of this were ''VideoGame/KirbysDreamland2'' and ''VideoGame/PokemonRedAndBlue'', which used a different "tint" for the game depending on what world/area the player was in (a trait which was also present in the world selection map in ''[=KDL2=]''; hovering to a different world immediately changed the game's tint). Games that weren't compatible with the SGB could also use color washing thanks to the various palettes the player could create and/or choose from, with certain titles having default palettes pre-coded into the SGB's hardware. For example, ''VideoGame/{{Alleyway}}'' used a primarily lavender & yellow palette, ''VideoGame/KirbysDreamLand'' used a reddish-pink palette, and ''VideoGame/MetroidIIReturnOfSamus'' used a near-psychedelic red, green, and yellow palette.
8th Apr '17 9:31:10 PM bowserbros
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Added DiffLines:

* ''UsefulNotes/GameBoy'' games that were compatible with the ''UsefulNotes/SuperGameBoy'' tended to feature this due to the fact that the Game Boy could only display objects in 4 shades of gray; while certain static areas of the screen could be given individual color palettes, mobile areas of play (such as stage backgrounds and characters) all used single, unified palettes, sometimes changing these palettes from stage to stage. Two notable examples of this were ''VideoGame/KirbysDreamland2'' and ''VideoGame/PokemonRedAndBlue'', which used a different "tint" for the game depending on what world/area the player was in (a trait which was also present in the world selection map in ''[=KDL2=]''; hovering to a different world immediately changed the game's tint). Games that weren't compatible with the SGB could also use color washing thanks to the various palettes the player could create and/or choose from, with certain titles having default palettes pre-coded into the SGB's hardware. For example, ''VideoGame/{{Alleyway}}'' used a primarily lavender & yellow palette, ''VideoGame/KirbysDreamLand'' used a reddish-pink palette, and ''VideoGame/MetroidIIReturnOfSamus'' used a near-psychedelic red, green, and yellow palette.
20th Mar '17 11:04:35 PM sinndogg
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*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight, or the [[MoodLighting washed-out]], sepia-toned [[MeaningfulName Camp Forlorn Hope]].

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*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight, or the [[MoodLighting washed-out]], sepia-toned [[MeaningfulName Camp Forlorn Hope]].Hope]] (which is, in keeping with its [[LosingTheTeamSpirit general mood]], a [[MoodLighting washed-out sepia]]).
20th Mar '17 10:55:49 PM sinndogg
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*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight, or the washed-out, sepia-toned [[MeaningfulName Camp Forlorn Hope]].

to:

*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight, or the washed-out, [[MoodLighting washed-out]], sepia-toned [[MeaningfulName Camp Forlorn Hope]].
20th Mar '17 10:53:49 PM sinndogg
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*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight.

to:

*** Some areas shift to a different tint when you enter them though, like the recently nuked (and very green) Camp Searchlight.Searchlight, or the washed-out, sepia-toned [[MeaningfulName Camp Forlorn Hope]].
13th Feb '17 2:37:14 AM Abdiel
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* This technique is used in the webcomic ''WebOriginal/KeitAi'' in order to [[http://www.webtoons.com/en/challenge/keit-ai/list?title_no=36825 differentiate]] the two universes involved (the boy's universe is tinted blue and the girl's universe is tinted brown).

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* This technique is used in the webcomic ''WebOriginal/KeitAi'' ''[[WebOriginal/{{KeitAi}} Keit-Ai]]'' in order to [[http://www.webtoons.com/en/challenge/keit-ai/list?title_no=36825 differentiate]] the two universes involved (the boy's universe is tinted blue and the girl's universe is tinted brown).
13th Feb '17 2:30:48 AM StFan
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[[folder:Anime and Manga]]
* In the Toei first series anime of ''Anime/{{Yu Gi Oh|First Anime Series}}'', the palette seems to be made up entirely of super-saturated neons that do not go together.

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[[folder:Anime and & Manga]]
* In the Toei first series anime of ''Anime/{{Yu Gi Oh|First Anime Series}}'', ''[[Anime/YuGiOhFirstAnimeSeries Yu-Gi-Oh!]]'', the palette seems to be made up entirely of super-saturated neons that do not go together.



[[folder:Film - Animated]]

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[[folder:Film - Animated]][[folder:Films -- Animation]]



[[folder:Film - Live-Action]]

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[[folder:Film - [[folder:Films -- Live-Action]]



[[folder:Theatre]]

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[[folder:Theatre]][[folder:Theater]]






[[folder:Webcomics]]

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[[folder:Webcomics]][[folder:Web Comics]]



* This technique is used in the webcomic WebOriginal/{{Keit-Ai}} in order to [[http://www.webtoons.com/en/challenge/keit-ai/list?title_no=36825 differentiate]] the two universes involved (the boy's universe is tinted blue and the girl's universe is tinted brown).

to:

* This technique is used in the webcomic WebOriginal/{{Keit-Ai}} ''WebOriginal/KeitAi'' in order to [[http://www.webtoons.com/en/challenge/keit-ai/list?title_no=36825 differentiate]] the two universes involved (the boy's universe is tinted blue and the girl's universe is tinted brown).
13th Feb '17 1:55:30 AM Abdiel
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* Played with in an arc of ''Webcomic/NoNeedForBushido''. Scenes seen through the eyes of Yori (who at that point is under the effect of a powerful hallucinogenic drug), have duller colors and a sap tint, as opposed to the usually vivid visuals of the rest of the battle.
* In ''Webcomic/FarOut'', the color palette is all tinted toward ruddy orange.



* A frequent technique used by [[http://tamberella.deviantart.com/gallery/ TamberElla]], often to set up a [[MoodLighting specific mood]]. This is taken to the extreme in their webcomic [[http://tamberella.deviantart.com/gallery/32753874?offset=0 Ink]] which is set in a world made of stain glass.

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* A frequent technique used by [[http://tamberella.deviantart.com/gallery/ TamberElla]], often to set up a [[MoodLighting specific mood]]. This is taken to In ''Webcomic/FarOut'', the extreme in their webcomic [[http://tamberella.deviantart.com/gallery/32753874?offset=0 Ink]] which color palette is set in a world made of stain glass.all tinted toward ruddy orange.


Added DiffLines:

* Played with in an arc of ''Webcomic/NoNeedForBushido''. Scenes seen through the eyes of Yori (who at that point is under the effect of a powerful hallucinogenic drug), have duller colors and a sap tint, as opposed to the usually vivid visuals of the rest of the battle.
* A frequent technique used by [[http://tamberella.deviantart.com/gallery/ TamberElla]], often to set up a [[MoodLighting specific mood]]. This is taken to the extreme in their webcomic [[http://tamberella.deviantart.com/gallery/32753874?offset=0 Ink]] which is set in a world made of stain glass.
13th Feb '17 1:52:30 AM Abdiel
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* This technique is used in the webcomic WebOriginal/{{Keit-Ai}} in order to depict the different universes (the boy's universe is tinted blue and the girl's universe is tinted brown).

to:

* This technique is used in the webcomic WebOriginal/{{Keit-Ai}} in order to depict [[http://www.webtoons.com/en/challenge/keit-ai/list?title_no=36825 differentiate]] the different two universes involved (the boy's universe is tinted blue and the girl's universe is tinted brown).
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