I just loaded this into pixelorama to play around with it's spritesheet features and I noticed that the shadow on the left-facing heads for poking and shooting are wrong for man_olive. Their head is a mirrored version of the right-facing head, but in contrast to the rest of the body they shouldn't be just mirrored. I didn't check how it is for other spritesheets.
That would load the palette into the third subpalette and share the first two colors of all palettes. Default colors per subpalette is 4.
It would load the firts two colors of the given palette into the first two colors of the PNG palette and then the other two into 7th and 8th (3rd and 4th of the third subpalette). Every subpalette has two unique colors in this case.
The origin of shared colors is NES, which shares the first color of all palettes, but also the first sprite color being transparent on NES and Game Boy. Doing it like this instead of duplicating the color should improve PNG compression a bit, since especially sprites have sometimes complete rows filled with transparent.
I'm doing a lot with palettes right now since I try to create a tileset that works with black and white (Arduboy), four color grayscale (Game Boy), two colors per 8x8 (ZX Spectrum) and four colors per 8x8 (NES, MSX). That makes palettes even more complicated since now I'll also have duplicate subpalettes.
Next will probably be a tool to modify indexed PNGs:
check if tiles really only use one subpalette
autofix tiles if it's clear which palette shoud be used, which is the case when the colors are basically right but one was taken from the wrong subpalette
change subpalette of specified tile
swap positions of subpalettes and adjust the indices accordingly (maybe with multiple palettes)
merge duplicate subpalettes (maybe with multiple palettes loaded)
split images
merge images and their subpalettes (maybe with multiple palettes per image)
convert from/to subpalettes with shared colors (maybe with multiple palettes)
check if PNG's palette only uses colors that are in a .gpl palette
check if metatiles don't use more than N colors, even if they are from different subpalettes
Maybe even more simple changes like tile rearrangement, sprite frame duplication and stuff like that. Afaik there isn't really any tool that can do such stuff. Indexed images are quite niche and you'd usually do such stuff with imagemagick, but imagemagick always destroys palettes.
Edit:
A first version can check the subpalettes with specified tile dimensions, colors per subpalette and amount of shared colors between subpalettes.
It wil print stuff like "Tile 1x5 has 25 pixel(s) with colors from wrong subpalette(s)!"
Now it can also check if a metatile does not use too many colors. (RGB not palette indices)
NES can only have palettes per 16x16 metatile and not for every 8x8 tile ... unless a special chip is used. So far I ignored that restriction. I'm not sure if this could have any general use, since I mostly need it because my palette is more for switching systems. Maybe for checking that colors for metatiles don't get too out of hand.
Stumbling upon this years later I wonder if we talked past each other.
Dead Gunner was indeed the only non-cc0 source and I only took those lightning walls from there. I drew my own lightning because yours was too complex for my purpose even though it looks indeed way better than what I did. In the end I only took the lightning generators, which are rotated and changed to work with a brighter background, but aside from that it's still identical.
But I didn't put that into the preview.
Edit: The laser/plasma balls are also unchanged, overlooked them.
The size is impressive. With bushes, overworld elements and animated doors, chests, rocks, traps, switches, boats and all those standard RPG elements in it. Even though that's "only" the demo version.
But if I'm not mistaken not everything shown in the preview is part of the asset, I don't see bush breaking animation, lava, rails, trees and houses in this zip.
Regarding Hello.txt, such files are usually called README.txt
I just loaded this into pixelorama to play around with it's spritesheet features and I noticed that the shadow on the left-facing heads for poking and shooting are wrong for man_olive. Their head is a mirrored version of the right-facing head, but in contrast to the rest of the body they shouldn't be just mirrored. I didn't check how it is for other spritesheets.
There is a remix with textures: https://opengameart.org/content/3d-dungeon-torture-devices
You forgot https://opengameart.org/content/tiny-16-basic-add-ons
I'm back to this and updated https://github.com/basxto/loadgpl. I now support subpalettes and shared colors:
"./loadgpl.py src/tileset/zxtileset_cblack.png src/palette/dmg_basic.gpl tileset/zxtileset_cblack_dmg.png -u3 -s2"
That would load the palette into the third subpalette and share the first two colors of all palettes. Default colors per subpalette is 4.
It would load the firts two colors of the given palette into the first two colors of the PNG palette and then the other two into 7th and 8th (3rd and 4th of the third subpalette). Every subpalette has two unique colors in this case.
The origin of shared colors is NES, which shares the first color of all palettes, but also the first sprite color being transparent on NES and Game Boy. Doing it like this instead of duplicating the color should improve PNG compression a bit, since especially sprites have sometimes complete rows filled with transparent.
I'm doing a lot with palettes right now since I try to create a tileset that works with black and white (Arduboy), four color grayscale (Game Boy), two colors per 8x8 (ZX Spectrum) and four colors per 8x8 (NES, MSX). That makes palettes even more complicated since now I'll also have duplicate subpalettes.
Next will probably be a tool to modify indexed PNGs:
Maybe even more simple changes like tile rearrangement, sprite frame duplication and stuff like that. Afaik there isn't really any tool that can do such stuff. Indexed images are quite niche and you'd usually do such stuff with imagemagick, but imagemagick always destroys palettes.
Edit:
A first version can check the subpalettes with specified tile dimensions, colors per subpalette and amount of shared colors between subpalettes.
It wil print stuff like "Tile 1x5 has 25 pixel(s) with colors from wrong subpalette(s)!"
https://codeberg.org/basxto/palgic
Edit2:
Now it can also check if a metatile does not use too many colors. (RGB not palette indices)
NES can only have palettes per 16x16 metatile and not for every 8x8 tile ... unless a special chip is used. So far I ignored that restriction. I'm not sure if this could have any general use, since I mostly need it because my palette is more for switching systems. Maybe for checking that colors for metatiles don't get too out of hand.
Stumbling upon this years later I wonder if we talked past each other.
Dead Gunner was indeed the only non-cc0 source and I only took those lightning walls from there. I drew my own lightning because yours was too complex for my purpose even though it looks indeed way better than what I did. In the end I only took the lightning generators, which are rotated and changed to work with a brighter background, but aside from that it's still identical.
But I didn't put that into the preview.
Edit: The laser/plasma balls are also unchanged, overlooked them.
I wonder ... isn't there a high likelihood to lose such footwear when riding a broom?
The banner image is broken. Probably due to changes on discord's side.
The size is impressive. With bushes, overworld elements and animated doors, chests, rocks, traps, switches, boats and all those standard RPG elements in it. Even though that's "only" the demo version.
But if I'm not mistaken not everything shown in the preview is part of the asset, I don't see bush breaking animation, lava, rails, trees and houses in this zip.
Regarding Hello.txt, such files are usually called README.txt
You drew all that on your phone? What app did you use?
Or engines like megaglest and FLARE, where the camera is further away
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