[Ohrrpgce] better palette options
Jeremy Bursey
zippywings at hotmail.com
Wed Oct 6 23:27:31 PDT 2010
Now that I'm upgrading my game's palette a little, I've noticed how painful it
is to keep track of every graphical element in the game from tilesets to UI
color options. It seems like one little shift of the color placement can wreck
months, if not years of work if one's not careful.
I know that a full 16 million color palette is a long way off, if it's ever
destined to become a feature at all, but how reasonable would it be to split
the graphical components (tilesets, sprites, backdrops, etc.) into separate
planes and to allow each plane to use its own palette?
For example:
What if maptiles had a dedicated palette that sprites, battle backdrops, etc.
did not interfere with?
What if sprites could dip into their own dedicated palette and promise the
player a consistency of appearance, despite the changes that may happen on the
surface of the alien world?
I think since we have the option to store a bunch of palettes in our game
files and since we can switch them on the fly using plotscript commands, why
not go an extra step and dedicate palettes to various graphical components in
custom and even allow custom to manage them in-game?
We've already been given the ability to split maps into multiple layers, so
would it be possible to extend this idea into the area where custom
handles palette displays?
I figure, each component can stick to its current limitations (maptiles and
screens with 256 color palettes and sprites with 16 colors (though, 16 from a
dedicated sprite palette that may canvas 256)), so it's not like we would need
to display 257 colors or more from a single component at once. But I think it
would be great if we could maintain the integrity of our character walkabouts
from the chosen palette, even though the map itself may boast an all new
flashy palette that the sprite cannot adjust to without its skin turning red
and its hair blue. It would also be nice to maintain our UI display colors,
textbox designs, etc., should we choose to maximize our tileset palettes by
adding a new color to the top left row (colors 1-16) instead of sticking
ourselves with repeated colors, like the ones we have in the default palette.
With the ability to store thousands of custom palettes in each game, it would
seem silly not to allow a position to use them effectively.
And on the note of multiple palettes, would it be reasonable to add the
ability to load palettes automatically, instead of relying on a plotscript?
For example, when the player enters a new map or a battle screen, the music
can change. If we're being picky, we could also claim that the graphics
change. Would it be reasonable to add a bitset to all relevant gaming areas
that loads either the "default" palette or a custom palette? Again, this would
only be helpful if sprites, slices, textboxes, UI colors, and so forth could
be assigned their own palettes so that graphics don't end up clashing with one
another. But if any of this is possible, it would certainly upgrade the OHR's
graphic ability to a stellar level.
This may have already been discussed at some point, but I'd like to bring it
up again in case the ideas for it had hit a standstill. It's bothered me for a
long time how uncooperative a single palette can be, especially when one
considers how many colors are represented in the real world. It also
frustrates me to know that all those extra palettes sitting in my game's
storage are there really only to tease me. "Come play with us," they say, and
yet I can do no such thing because that would mean changing the lead hero's
ethnicity from Caucasion to Frog. I think splitting the palette display into
sections and giving Custom the ability to assign specific palettes to specific
graphic components would really improve a game's overall presentation without
having to rewrite the entire color code into a massive 16 million color
display.
Please consider this if it's at all possible to do such a thing. I'm posting here instead
of bugzilla since discussions about improvements seem more active here.
Thanks.
--Jeremy
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