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Post by Dettadeus on Apr 8, 2011 19:34:40 GMT -5
So first off, this is probably going to be a quick Q&A kind of thread. Falcon's really the only one I need to reply here, but feel free to discuss the idea. As a matter of fact, if this idea works, we will need no extra spriting for alt colors, and team matches will have colored characters as well. The idea: Apply a sort of color filter that warps the gamma, RGB, or other image settings on every sprite of the character. This would require some extra coding, not sprite editing, as I said before. I'm pretty dang sure this is possible because if we can tint a character a certain color to achieve certain effects, we can most certainly mess with other settings.
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Post by El Maiz on Apr 8, 2011 19:36:11 GMT -5
I think that it'd be better to avoid what SSF2 did, and see if we could set it to only change certain colors.
Like Mario's overalls would be the same, but his shirt wouldn't.
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Post by DGN on Apr 8, 2011 19:39:18 GMT -5
Ah, that's a great idea el Maiz! it'd be more time consuming, but it'd be creative. It'd assign that in this mode, colors of purple, and a bunch of other colors would be changed to blue.
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Post by El Maiz on Apr 8, 2011 19:40:59 GMT -5
It'd also be nice if we could do custom recolors.
Maybe you could enter a HEX color code for certain values?
I.e. Mario's Hat&shirt, Overalls, and cape?
Maybe even the fire effects!
Imagine a blue clothed Mario with bright yellow overalls throwing a huge blue Finale at a orange Falcon who punched green Falcons.
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Post by Slissith on Apr 8, 2011 20:34:26 GMT -5
So basicly you pick colour R:X, B:Y and G:Z and replace it with something else?
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Post by El Maiz on Apr 8, 2011 21:05:27 GMT -5
Yes.
Exactly that.
I'm not sure if it'd be possible for there to be automatic shading, like this pixel is X percent darker than that one.
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Post by -Dr.MarioX- on Apr 9, 2011 9:29:44 GMT -5
Hmm...Where's Falcon8r to clear this up? This sounds interesting.
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Post by Slissith on Apr 9, 2011 9:42:30 GMT -5
From what I know, SSF2 tried this and failed miserably.
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Post by Dettadeus on Apr 9, 2011 9:43:10 GMT -5
But they're making the game in Flash. I'm pretty sure GML is different.
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Post by Slissith on Apr 9, 2011 9:45:10 GMT -5
Actually, actionscript 2/3 must be more capable than GML.
But we can't know unless we try.
Where the hell is Jaklub?
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Post by El Maiz on Apr 9, 2011 9:54:35 GMT -5
I know that it's possible in Actionscript.
I've seen many things done before like that, I just don't know if it's possible in GML.
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Post by jaklub on Apr 9, 2011 14:36:36 GMT -5
Doing alt-costumes in GML is not easy if you don't want to have much spriting work. I see 3 ways of doing alt-costumes without dlls. 1. Load all the frames into surfaces and check colors of every single pixel. Depending on what color is, change it into another color. The problem is it will be very slow. You could do shopping, take a dog for a walk, make tea and do your homework while the game loads (ok, maybe it's not that bad). This one would require the least spriting work of all my methods. 2. Double the number of animations. One set of animations will contain gray-scale elements that would change colors. Second would be what you have now. Every time character is drawn, first a sprite from second set is drawn, then a corresponding sprite from first set is drawn with applied color filter. The problem is the more diverse colored costumes you want, the more times number of animations will multiply. Another is that it requires probably the most work of the three methods I got here. What do I mean by saying "diverse colored"? Example: We have Mario. To make shirt and hat change colors (both red by default), we need to have additional animation set. But, to make overalls change colors (blue by default), we need to have one more animation set. This results in 3 animations sets. If we had 2 for this goal instead, overalls, hat and shirt would have to have the same color. If we had 4, overalls, hat and shirt all could have separate colors. I hope you got it.
There still is way 3, simplest to code of all. 3. Make 4 sets of animations for 4 costumes of each characters. This way will be the quickest to load.
So, I think devs might want to use dlls for this or omit this feature at all.
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Post by member 777 on Apr 9, 2011 16:25:25 GMT -5
if you guys mean like how rumble did the color thing thing then i disagree on this
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Post by DGN on Apr 9, 2011 16:32:26 GMT -5
Rumble didn't have alternate colors. It'd be like how SSF2 did it: with a tint of blue or whatever color, so that they look shaded in blue.
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Post by El Maiz on Apr 9, 2011 16:34:49 GMT -5
Please, PLEASE not the way Flash 2 did it. It's lazy and it looks abysmal.
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Post by PartisanDaw on Apr 10, 2011 4:03:09 GMT -5
Rumble didn't have alternate colors. It'd be like how SSF2 did it: with a tint of blue or whatever color, so that they look shaded in blue. Rumble have HORRIBLE Tints..
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phantomhp
Forum Regular
rogue artist
Posts: 389
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Post by phantomhp on Apr 10, 2011 9:34:15 GMT -5
If we had a team of recoloring spriters it wouldn't be that difficult to come up with a whole slew of costumes, because color changing isn't that difficult. Heck, I'll come back in about a half-hour with proof. I don't think that's what Falcon wants to program though is using 4x the sprites already used though.
EDIT: can't finish it yet, got a few animations but I have to go somewhere.
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Post by falcon8r on Apr 11, 2011 10:59:24 GMT -5
Jaklub, I think I'm open to using DLLs at this point. But I'd also like to see PHHP's work.
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phantomhp
Forum Regular
rogue artist
Posts: 389
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Post by phantomhp on Apr 11, 2011 11:59:27 GMT -5
I'll show it off after I get home from school tonight. should be in approximately 9 hours.
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Post by PartisanDaw on Apr 11, 2011 12:06:05 GMT -5
Jaklub, I think I'm open to using DLLs at this point. But I'd also like to see PHHP's work. Hmm.. If you like PHHP's sprites i could do a C.Falcon recolour.
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