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Re: Indexed 16 colour palette simulation?
Posted: Sat Jul 14, 2018 12:16 am
by pgimeno
Yes, you certainly can do that
The point here is to be able to paint everything, especially images, in such a way that everything drawn uses a 16-colour palette. The rectangles demo was just to verify that the shader works as expected, as noted up-thread.
Re: Indexed 16 colour palette simulation?
Posted: Mon Jul 16, 2018 8:52 am
by Domarius
Ref wrote: ↑Fri Jul 13, 2018 10:37 pm
Hey pgimeno!
Late to the party but probably missing the point.
I think you might be. The point of this was not to change the colour of squares per se, but change colours of bitmaps at the pixel level, on the fly. If you download my example earlier in the thread, you'll see what I mean. It has to work on bitmaps, in real time.
Re: Indexed 16 colour palette simulation?
Posted: Fri Jul 20, 2018 6:28 am
by D0NM
Nice idea, pgimeno!
I'd add that the idea comes right from Lua table hashes.
I'll try to alter the idea to keep 99% of colours unchanged.
The palettes sets should be present at the same spritesheet.
Re: Indexed 16 colour palette simulation?
Posted: Fri Jul 20, 2018 9:47 pm
by Domarius
D0NM wrote: ↑Fri Jul 20, 2018 6:28 am
I'll try to alter the idea to keep 99% of colours unchanged.
The palettes sets should be present at the same spritesheet.
Yeah he did an awesome job. It's customised to my specific requirement of having a fixed palette. I understand that other people will want greater flexibility with the palette but it shouldn't be too hard to adjust it to suit. The basic concept is solid.
Re: Indexed 16 colour palette simulation?
Posted: Wed May 20, 2020 9:42 pm
by D0NM
The basic concept coMes from ancient times...
It comes from images with some palette.
In Zabuyaki we basically have many INDEXED palettes per every character spritresheet.
I do not like this idea in context of our project.
It suits to Pico-8 alike stuff to rise the limits. I love it in such case.