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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeAdvantages/Disadvantages of Retro-Style Games
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Author Topic: Advantages/Disadvantages of Retro-Style Games  (Read 5072 times)
Sik
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« Reply #20 on: July 21, 2015, 03:42:44 PM »

PNG allows alpha values in the palette colors, actually (all of Sol's graphics are paletted, and a few of them have translucency). You'd still need a significantly high amount of colors for it to work, though (this is probably the one situation where a palette with more than 256 colors would be useful).

Sol's graphics are paletted only so I could keep around the palette for editing the pics, for the record. They just get converted to ARGB the moment they're loaded in RAM in the game.

(Also first SRB2, then Retro, now here- we always wind up in the same place somehow!)
roflmao =P
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Photon
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« Reply #21 on: July 21, 2015, 05:44:51 PM »

The big con here is that pixel art
Thought I'd point out that was a very interesting read. Thanks for sharing.
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FNKVSSL
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« Reply #22 on: July 21, 2015, 08:30:47 PM »

PNG allows alpha values in the palette colors, actually (all of Sol's graphics are paletted, and a few of them have translucency). You'd still need a significantly high amount of colors for it to work, though (this is probably the one situation where a palette with more than 256 colors would be useful).
Full disclosure: Whenever you see me evangelizing color cycling, I'm really just humoring my pipe dream that some intrepid coder might come along and develop Rich Franzen's PNG-16 for me so I can have the fidelity of true color with the flexibility of palettized graphics. 65,536 colors with interpolation, color cycling with alpha, cycling colors as they're being cycled- I'd use all of that! I'd be the only one though
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Sik
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« Reply #23 on: July 22, 2015, 05:18:34 PM »

From that link:
Quote
Note that the colors used for cycling come from the entire palette of 65536 colors, even allowing, crazy fool that I am, color cycling of color-cycled colors!

Amusingly one of Sega's arcades did exactly that... (palette to a palette)
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FNKVSSL
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« Reply #24 on: July 23, 2015, 08:17:18 AM »

Ooh, which one?
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Sik
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« Reply #25 on: July 24, 2015, 07:16:58 PM »

I don't remember ¯\(º_o)/¯ I recall the main advantage of such a setup is that you could apply palette rotation on some sprites without having to do it for all of them, but of course you could take it to the other extreme of doing double color cycling, or doing color cycling that isn't in sync, or really just arbitrarily rearranging the order of palette colors in general.
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