![]() If you have the basemap on index 0 and destination palette on index 1 of spr_palette, then you'll change "sprite_get_texture(spr_palette, 0)" with "sprite_get_texture(spr_palette, 1)" to modify the output palette. You would then modify what texture is being set as the stage accordingly. #Gamemaker palette swap full#When youre in TEST mode you can swap to a Full Screen display by pressing the. #Gamemaker palette swap pdf#That part at least was made clear in the tutorial. 3D Game Maker - Free download as PDF File (.pdf), Text File (.txt) or read. One source (sprite, subimage, surface, etc.) per palette. in your game just change the currentpalette value to something within your palette sprites bounds and make sure it is a float with. Anything would work as long as it's not the same source-you can't really merge all palettes onto a single sprite subimage without modifying how the shader works. While you're at it, change the "i<=n" conditional in the for statement with "iguess since I'm stuck doing this with most engine choices, I guess I'll move forward keeping this in mind. So, I'm probably gonna be stuck going with the mask route. There are ways from what I'm told me make the engine load images specifically to gather color data, but it involves rewriting how the engine loads images, using one image as palette info, and then recognizing each color on all assets in the group and automatically makes the shade change those colors, which I doubt I'm gonna figure out any time soon. The idea here is to use the red channel (actually you can use any one of them) of the base color to index a color from the color palette. That's it It's very short and super efficient. Let me show you an example of a pallete swap fragment shader. So I think I have a bit of an understanding how the shader method works, but the idea of layering up double assets feels icky, ontop of needing to make an extra set of hungreds of assets for the shader to apply colors to. 2 pallete swapping with a shader is actually really easy. I really figured something like this would be a no-brainer in any engine. I've pretty much been leaning on going with Godot, but I'm hoping I can figure out a way to do this efficiently, otherwise I'm gonna have to look at another engine. Apparently there is some sort of way using a base sprite of the entity that can make the engine do the color function for the rest of the assets, but I'm a long way off from figuring that out. I've seen a bunch of shit about needing a mask for every frame? Are you shittin me!? 250+ frames per character and enemy type. I apparently have to write my own palette swapper if I'm gonna use one of these engines. You mean to tell me it's gotta be super complicated in real engines?Īt least in Unity and Godot there is no built-in way of handling this, and that's a huge problem for me as this is a NEEDED function for my game. Why do modern game engines have no way of editing palettes? Palette swapping's been around for a long time, but this isn't a thing accounted for. This is mainly meant to act as a journal post with a supporting image. ![]()
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