Variable colours

All development of pixel art, maps and other graphics.


Would you like it?

Yay for variable colours!
56
89%
Nah, stupid idea.
3
5%
I don't really care.
4
6%
 
Total votes: 63
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Modanung
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Post by Modanung »

Sorry, I had a sudden urge to do another example...
Image
Only used hue and saturation shifting. The base image is only made up of transparency, pure red (X,0,0) and pure green (0,X,0).
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Fettsack
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Post by Fettsack »

hi

i just made a small test. hope that helps.
http://horstderbiber.funpic.de/kram/tmw_varcols.rar
source is included

you can test other clothes by replacing the "kimono.png" with yours. the source image needs to be b+w with a very high contrast.
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Crush
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Post by Crush »

...and now again with C++ and both for OpenGL and SDL surfaces and it even has use for us.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
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ElvenProgrammer
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Post by ElvenProgrammer »

Nice tool.
Fungos Bauux
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Post by Fungos Bauux »

Here is my proposal based in Modanung idea and Ultima Online Palette system.

Please, review the patch and test it:
http://mantis.themanaworld.org/view.php?id=41
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Falcata
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Post by Falcata »

You could try an approach similar to Charas.EX. It is a program that makes sprites by combining a body, face, hair, clothes, and accessories. Each component image is imported, and when importing, you can use a color picker tool to define up to 3 different "regions" on the image. When selecting a component image to make a sprite, you can alter the coloration of each region on the component.
zick
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Post by zick »

what about using a "cookie" type file on the clients machine that stores a players colorscheme info (and a variety of other stuff) that the server sends when a player enters viewing distance ... that way the server doesn't have to always keep sending it. don't know if this makes an ounce of sense ...
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