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2022-11-30 00:27 DarkStoorM  
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I noticed I still have my old BD clone project where you play randomized caves with random colors. I really liked the palettes it gave me, because I strictly avoided generating bright colors for dirt and t-wall, so all color channels are slightly dimmed.  
  
I mostly aimed to create random palettes from limited color ranges in the following manner:  
  
considering RGB and these references: space=background, highlight=amoeba (or brick wall), Primary=twall, secondary=dirt - just like the order goes in this Ckit.  
  
All color channels (RGB 0-255) were picked from the following ranges (random exclusive):  
  
- background: 0 - 31 (27000 rgb colors)  
- highlight: 140 - 211 (343000 rgb colors)  
- primary: 60 - 141 (512000 rgb colors)  
- secondary: 40 - 116 (421875 rgb colors)  
  
I'm still experimenting with tweaking the colors, for example I decided to skip some sections, like clamping the highlight values up to 210, so the brightest color for brickwall will be #d2d2d2.  
  
A couple examples of random palettes: <a href="https://i.imgur.com/kzBoAL5.png" target="external">https://i.imgur.com/kzBoAL5.png</a>  
  
I might upload the tool in a couple days if I manage to clean up the code :D

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2022-11-30 11:16 dustin  
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very interesting project! also these five caves look quite nice in a modest way! :d  
  
i also notice more and more that i'm a fan of rather dark dirt colors. i experimented in gdash with monochromatic color schemes where the dirt color is the purest / most "bold" version of the color (100% saturation, 100% brightness), which means that one of the rgb colors is ff and another 00. especially if the green value is the ff one (yellow, green, cyan) i just find it too bright. so i switched to making the twall color the pure one and the dirt a darker version. that's a similar approach as yours :)  
  
one thing i noted is that your colors tend to be greyish above average. for example, the maximum saturation (pureness) of your twall color is  
  
s(max) = (140-60)/140 = 57%. in other words, the twall color always has a grey percentage of 43% or more.  
  
if you want to be able to create more non-greyish colors while keeping your limits for brightness, you could consider making the colors by hsv, hsl or hsb codes.   
v = value = max(r,g,b)  
l = (max+min)/2  
b = (r+g+b)/3  
  
for example, you could set h and s completely randomly, and only limit the v/l/b value. the general advantage would be that if your main criterion is the brightness, then with the hs.-schemes, you only have to play with one variable, while in rgb, all three variables are partly responsible for brightness.  
on the other hand, this might be an additional programming effort :d

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2022-11-30 12:17 DarkStoorM  
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 dustin , oh, interesting! :D I went with RGB, because I already had a working code, but definitely gonna try hsV/L/B later, looks easier to create random color variants later on, less hassle :D  
  
and also RGB, because the image data in Javascript stores an array of rgba channels, so I was just reading that data from a spritesheet, because I only had to recolor a sample image, but I'm pretty sure I can just generate a random HSV/l/B, convert to RGB and then use it.  
  
More fun for later :D