Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411498 Posts in 69373 Topics- by 58428 Members - Latest Member: shelton786

April 25, 2024, 08:27:27 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)Color management
Pages: [1]
Print
Author Topic: Color management  (Read 718 times)
RareSloth
Level 0
***


making apps and taking naps


View Profile WWW
« on: March 14, 2015, 09:08:53 AM »

Hi.

I'm wondering how many of you use your code to manage color for more complex games... Vs managing color in illustrator, photoshop, etc. In other words starting with white / greyscale assets and then rendering them in color.

I see benefits and drawbacks of managing color values in code, and I can't decide if its worth it. I'm pretty sure rocketcat did it for punchquest.

Do you do this? What are the pros and cons?

Pros:
Rendering them in a different hue is much faster than creating a new set of assets, skin
Smaller file-size (less assets)

Cons:
Time consuming to put in color values for each piece if for example eyes, horns, head all require different colors




Thanks!
Brian
Logged

Our mobile games: Yukon Warrior | Furdemption | King Rabbit
Tobers
Level 1
*



View Profile WWW
« Reply #1 on: March 15, 2015, 01:02:44 AM »

I'm planning on doing this myself, but I think the overhead is all in setting things up to work this way, rather than in typing in all the color codes.

It's easier to find/change a color and compile than to re-export some changed assets. For my work it is anyway.

I'm pretty sure that's how Songbringer is being worked too.
Logged

Oh god make it stop.
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic