Individual room palettes?

  • #1, by bmyypieWednesday, 20. August 2014, 20:13 6 years ago
    Hi,

    is this possible with Visionaire:

    Importing (indexed color) backgrounds and their specific color palette and what about items or characters, that are placed in that room, can they then have their own palette or do they have to use the same palette as the background then?

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  • #2, by andiliddellThursday, 21. August 2014, 14:58 6 years ago
    There are no palette restrictions in visionaire.

    All background graphics, characters, props and items can be imported as standard image formats. They don't share each others palettes.

    Hope this is what you meant.

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  • #3, by afrlmeThursday, 21. August 2014, 15:00 6 years ago
    Hope this is what you meant.


    I had no clue what he was talking about! grin

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  • #4, by bmyypieThursday, 21. August 2014, 16:26 6 years ago
    Thank you and sorry for not being very clear. Can Visionaire import 256-color indexed .PNGs? (You know like they did back then with e.g. Monkey Island 2 because they had to take care of limited disc space).

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  • #5, by afrlmeThursday, 21. August 2014, 17:57 6 years ago
    Not sure about that, but there are multiple alpha settings for image/frame import. You can specify the background color for the alpha mask which means you should be able to import jpg files with background & apply a bitmap (I think it was called?) mask (like they used to do years ago, or still do in rpgMaker, I think). So I see no reason why you couldn't use a 256 color indexed jpg file.

    Don't see much point though as you can further compress all your image files on export/build by converting to webP. I'm not sure if you are allowed to use webP formats by default but anyway: https://developers.google.com/speed/webp/

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  • #6, by NovelThursday, 21. August 2014, 22:33 6 years ago
    There are some older threads where people (including me) had problems due to wrong colour settings. So I think 24bit png are the only pngs that actually work with visionaire.

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  • #7, by AlexSunday, 24. August 2014, 00:17 6 years ago
    color indexed images could/should work but actually it doesn't make sense to use them. If you need lossless compression then 24/32 bit png files are recommended, if file size matters more then use webp format. In-game the image format doesn't make any difference because everything is stored in textures with 3/4 bytes per texel.

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  • #8, by bmyypieSunday, 24. August 2014, 07:36 6 years ago
    I'll stick to 24 bit png then, thank you!

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