Okay, so I couldn't do decent blobby objects in 256 bytes, but here's a nice realtime blobby-object plasma in 511 bytes (not including carriage returns, line feeds, indentation or comments.) The numbers commented on the end of each line is a character count for the line.
Const O=60,B=1024,M=768,Z=512,S=256,W=511,N#=0.2'48
Graphics B,M,32'15
For R#=1To W Step N'19
A#=R*R/B'8
SetColor A,A,A'14
DrawOval R/2,R/2,Z-R,Z-R'24
Next'4
H:TImage=CreateImage(Z,Z)'25
GrabImage(H,0,0)'16
Local C[O],D[O],E[O],F[O],K#[O]'31
For G=0To O-1'13
C[G]=Rand(0,B)'14
D[G]=Rand(0,M)'14
E[G]=Rand(0,4)-2'16
F[G]=Rand(0,4)-2'16
K[G]=C[G]'9
Next'4
SetBlend 4'10
Repeat'6
Cls'3
For G=0To O-1'13
C[G]:+E[G]'10
D[G]:+F[G]'10
If C[G]<0 Or C[G]>B Then E[G]=-E[G]'35
If D[G]<0 Or D[G]>M Then F[G]=-F[G]'35
K[G]:+N'7
SetColor B-K[G],Z-C[G],Z-D[G]'29 'multi
SetRotation K[G]'16
DrawImage H,C[G],D[G]'21
Next'4
Flip 1'6
Until KeyHit(27)'16
'Alternative palettes
'SetColor K[G]/2,S-C[G]/3,D[G]/2'31 'hotpink
'SetColor K[G]/2,C[G]/3,S-D[G]/2'32 'yellow
'SetColor K[G],S-C[G]/3,S-D[G]'30 'redyellow
'SetColor B-K[G],Z-C[G],S-D[G]'29 'redyellowmulti
'SetColor B-C[G],Z-D[G],S-K[G]/2'31 'redyellowpinkgreen
'SetColor S-K[G],Z-C[G],B-D[G]'29 'blues
'SetColor K[G],S-C[G]/3,S-D[G]/3'32 'hotpink red
'SetColor S-C[G]/2,D[G]/3,K[G]/2'32 'bluegreen
'SetColor C[G]-D[G],S-K[G],C[G]'31 'blue and pink
'SetColor K[G]-C[G],C[G]-D[G],D[G]'34 'multi
'SetColor K[G]-C[G]-D[G],C[G]-D[G],K[G]'40 'blues
At the end there you can see some alternative ways to generate colors. I liked the multicolored one currently produced, and at 1024x768 anything from 40 to 100 objects looks good.
At the start of the code, the first constant O is the number of blobby objects (currently 60 to give a fairly even density), the constant B is the screen width and M is the screen height. If you change the resolution you may want to change the number of objects to compensate for the change in distribution density.
Changing the DrawOval to a DrawRect will give you inverted blob fields which looks quite different. Also it could do with a SeedRnd(Millisecs()) near the start otherwise I think you get the same behavior and colors each time - but there's no bytes free. Also the colors seem to drift toward a blue/green palette after a while for some reason, but hey.
Each object covers a 512x512 area, which is 262,144 pixels per object in 32-bit color, or about 1.05 megabytes per object. For 60 objects there are about 15.7 million rendered pixels per frame, and approximately 63 megabytes graphics rendered per frame (although a fair amount is clipped). Every pixel is also doing blending operations and since blending is done on a per-color-component basis, there are actually up to 63 million color-blend calculations per frame. The maximum total rendered per second is about 3.7 billion pixels.
Fortunately since not every object is fully on-screen at the same time, it runs smoothly on my ATI X1600 card - which has texture rendering throughput of about 2 billion texels per second. I am not sure if it's going at 60fps or 30. So it'll depend on your graphics card as to whether it runs fast enough.
And finally, press Escape to exit ;-)