![]() Well now, I have had this experiment for a while, and I think it's, at the moment, the best match. I've never had results with replace colour that I am satisfied with and it's also a pain to set up, expensive on processing etc. Palette swapping has always been such a fundemental tool in game development it would be amazing if we could just load palette files in and swap them as needed. One thing, though: Thanks to you I have the confirmation that applying the effects on multiple objects can cause a bad execution process! So in short, it's either keeping the replace the color effect of layers or start making copies of the same objects with different colors. I am about to try your suggestion, but I am not positive about this solution due to the fact that there are many objects that can be moved. Which is actually an option to consider, maybe.Ībout the drawing canvas, I did try something similar to what you said, but it did not work as intended. The solution of making multiple copies of the same objects with different colors isn't exactly the thing I want to make for my game.Īt the moment, the idea of making an out-of-palette object (while following the color theory) may help make the objects more unique in shape and color, but ultimately my color change idea comes to an end quickly. Applying these effects on objects seems to not work well, so I am back to applying effects via layers, although it's not as customizable as I wished to. To be honest I did try all you said here. If the objects are static and not animated, you can apply the effect on the start of layout, then paste them on a drawing canvas, then destroy the original objects or make them invisible. ![]() Without seeing the game it's difficult to suggest, but the obvious solution is to make multiple copies of the same objects with different colors, or multiple animations in a sprite. Applying the effect to the layer instead is a common way to fix this. Right screen shot is a more detailed overview of the example MFA I already posted here of using separated sprite layers to show the effect.Some effects are bad for performance, especially when you add them to many objects. There's even an option for the RGB color set, and a Grayscale option. Left screen shot will have a number of NES color sets I chose for this game. Here's some more screen shots of what working on in terms of my ideas related to this topic. Who knows, maybe advanced display modes will become a forced standard in the next few years. I'm not all that crazy to being forced to using certain display modes for these effects. The only other 'work around' option would be to use the shaders pack, which only works in some display modes. So to prevent the color loss from happening, I separated the sprites colors as their own object if you want to stay true to the original games colors. Interestingly enough, it still has that issue of color loss when you use replace color to cycle the same shades. i go back for ur shen long vid every so often. ![]() Yeah, i was querying this a while back for a fighting game i am making & i found this thread, its an interesting but long read. Otherwise, I can agree that having multiple objects layered on top of another can be very tedious, but it does seem to work as originally N64Mario I can probably put up my work so far to show what's going on to get an idea of my set up. The only thing I can imagine with the whole color replacement at the start is a long load time to correct to the new colors. Unfortunately, I'm not entirely crazy about doing that. If I remember right, I actually did "fix" the face, white eye color, and black mouth/eye color of the single sprite on the left in that example, in which would be your case about slightly altering the colors going beyond the NES color limit. So most of the animation scenes will most likely be single object sprites, while the game engine will be the actual set up of layered objects. Though these colors will only be replaced once for when the frame loads. In the game I am working on, I even have a set up where the user can change the type of NES color set in the options, even as far as experimenting using a grayscale pattern. So yea, my idea is to try to stay true to the NES colors as much as possible. Here's his tutorial explaining the set up. He uses the very same set up in Game Maker to produce the given effect without shaders. The idea actually comes form a user programming in Game Maker Studio.
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