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>> No.5433636 [View]
File: 2 KB, 128x128, xpiratesRevisedPal.png [View same] [iqdb] [saucenao] [google]
5433636

>>5433613
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>>5433612
even with the ability to work with truecolor images there's still benefits to working with palettes. In my opinion it just makes it possible to use any palette you want with your images, but even within that subset there's still a massive amount of power to being able to palette swap
Its kinda like lets say you have a blue tonemap or a grayscale pretty much for a flaming thing or plasma ball. If you could switch the palette out, you could make it to where different parts of the plasma ball take on different color hues kinda like the difference between thermal imaging warmth palettes compared to grayscale.
So that you dont have to be stuck with only "translate it to XYZ hexadecimal color"

This cant be achieved currently without making a completely new sprite which just looks different, and then shoveling the effort onto the Actor by having to provide different sets of states to denote >"if it had this charge level, it jumps to the GreenSprite animations, if it has this charge level then jump to the BlueWhite animations"
and if the fucker had 60-90 frames each thats a yuge amount of bloat, and alot more shit that has to be loaded and processed at the beginning, and delivered with your mod.
> not that 60 frames of smoke or plasma ball isnt about double the bloat it ought to have at most anyway

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