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i'm trying to allow players to choose between two different versions of the same sprite without having both on the sprite sheet. at the same time, my game has a day/night cycle that modifies colors as seen in this gif:

i want to largely work out the how for myself, at least at first for the sake of learning, but first wanted to check that i'm not missing something:

is it possible to have both these per-sprite palette swaps and the day/night swaps just with appropriately placed pal calls, or would i need to do something a little more manual?

i'm aware of the difference between remap-on-draw and remap-on-display; also note that there's ui whose colors must not change with the time palette, which would seem to rule out using remap-on-display, unless i'm just missing something.

edit: just to clarify, please do not post full solutions. i'm okay with hints in the form of nudges in the right direction though.

P#49633 2018-02-24 23:09 ( Edited 2018-02-25 04:40)

it figures i would think of a way shortly after asking for help on the forum… i think i can answer my question yes / sort of.

details:

i think i can write my own logic to compute original→recolor→hourly palette and then just use pal(original, hourly) before the drawing of each affected sprite.

P#49634 2018-02-24 23:29 ( Edited 2018-02-25 04:30)

Yup. You could probably just have a table of palettes that you compute once for the purpose.

P#49635 2018-02-24 23:37 ( Edited 2018-02-25 04:37)

that's a good idea, thanks Felice!

P#49636 2018-02-24 23:40 ( Edited 2018-02-25 04:40)

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