Deleting would be tricky indeed, since your license requires to mention/link to source.
I just recognized the gray version, but I see you updated the old submission.
Is there a reason why it's called gbjam, since the most recent gbjam, I can find, is gbjam 7 from last year.
@Sharm:
No, those are too many colors.
Transparent is counted as a color, so it's using 5 colors.
But my demake of tiny16 explicitly targets cgb/dmg: https://opengameart.org/content/tinygb-characters
I haven't tested the newly added animations though. Couldn't get myself to implement character animation into my game yet. But the basic walking animation is unchanged.
I used black shadows on humanoid for cgb compatibility, since white is transparent, light grey is skin color and dark grey is clothing/hair color.
All characters in my game are from or based on tiny16, but the tileset is zoria.
@withthelove:
Sounds like a good workflow.
I think you'll need automatic color translation mostly for getting to your final palette translation, which then can be automatically applied.
I think batch processing is especially useful with stuff from open game art.
If you take assets and manually adapt them and the original submission gets updated, you'll have no benefit from that.
If you do it automated, you can just replace it with the updated version.
Switching to an extended version only works if it keeps the original format. Unless you also automatically change the tile format.
Tip for treating parts of the spritesheet differently:
I sometimes add new (duplicate) colors to the palette, then lock all colors in mtPaint but the one I want to replace, select an area and fill it with the new color. The image itself does not change, since I change only changed the used index, but not the associated color.
You can do that too. You could allow to select an area and then show all colors used in that area and allow the user to split off one of the colors. With that you would have duplicate colors in virtual palette, but the colors could have a different context.
And regaring CLI version:
Maybe you wanna take a look at my fork of https://github.com/basxto/Universal-Spritesheet-Character-Generator
It allows to change the palettes (hardcoded palettes for skin, clothes, metals etc.) both in the browser and in the terminal (node.js)
Deleting would be tricky indeed, since your license requires to mention/link to source.
I just recognized the gray version, but I see you updated the old submission.
Is there a reason why it's called gbjam, since the most recent gbjam, I can find, is gbjam 7 from last year.
You already uploaded the grey one.
Ah, okay that makes sense.
But it's allowed to create images with those models?
I still wonder why this is 2D and not 3D
Looks like redshrike's ogre https://opengameart.org/content/four-characters-my-lpc-entries with the male base from LPC, which is also by redshrike
GDI+ is just trivial nearest neighbor
@Sharm:
No, those are too many colors.
Transparent is counted as a color, so it's using 5 colors.
But my demake of tiny16 explicitly targets cgb/dmg: https://opengameart.org/content/tinygb-characters
I haven't tested the newly added animations though. Couldn't get myself to implement character animation into my game yet. But the basic walking animation is unchanged.
I used black shadows on humanoid for cgb compatibility, since white is transparent, light grey is skin color and dark grey is clothing/hair color.
All characters in my game are from or based on tiny16, but the tileset is zoria.
@withthelove:
Sounds like a good workflow.
I think you'll need automatic color translation mostly for getting to your final palette translation, which then can be automatically applied.
I think batch processing is especially useful with stuff from open game art.
If you take assets and manually adapt them and the original submission gets updated, you'll have no benefit from that.
If you do it automated, you can just replace it with the updated version.
Switching to an extended version only works if it keeps the original format. Unless you also automatically change the tile format.
For characters the base and clothings should be seperated like in many LPC submissions, though. If that's not the case it won't work nicely, like it's the case with tiny16 since skin and hair share colors.
The naked guy would work, though. You should be easily able to switch from a dark skinned https://opengameart.org/content/tiny-16-basic to https://opengameart.org/content/tiny-16-expanded-character-sprites or https://opengameart.org/content/tiny-16-more-character-animations
Tip for treating parts of the spritesheet differently:
I sometimes add new (duplicate) colors to the palette, then lock all colors in mtPaint but the one I want to replace, select an area and fill it with the new color. The image itself does not change, since I change only changed the used index, but not the associated color.
You can do that too. You could allow to select an area and then show all colors used in that area and allow the user to split off one of the colors. With that you would have duplicate colors in virtual palette, but the colors could have a different context.
And regaring CLI version:
Maybe you wanna take a look at my fork of https://github.com/basxto/Universal-Spritesheet-Character-Generator
It allows to change the palettes (hardcoded palettes for skin, clothes, metals etc.) both in the browser and in the terminal (node.js)
I think so.
When I parse them I just skip to after the # line and parse the colors with regex '^\s*(\d{1,3})\s+(\d{1,3})\s+(\d{1,3}).*$'
mtPaint generates them like this:
GIMP Palette
Name: gb
Columns: 16
#
15 56 15 Untitled
48 98 48 Untitled
139 172 15 Untitled
155 188 15 Untitled
EDIT:
I don't even skip to #, I just use the regex. But I think I did the skipping in an older shell script.
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