Sorry for my atrocious english, the confusion is because i wasn't sure about the files i listed. They might have been considered non-commercial.
(I didn't know your answer in advance, so my position at the time was: "i might have been uploading files that should have been considered non-commercial." :D )
Last detail, although i don't think that in this age is a problem, (if it was, it would be on the F.A.Q.) You might want to convert your file to 256 colors format.
This will make sure that pixels in the figure gets associated with a color in the palette. This action is called "indexing"
It's just a tiny detail, like when a waiter pours the content of a bottle in customer's glass, it is something most developer can do personally in a fingersnap, but is the last step to do, in order to provide a sprite that's really "ready to be coded in any project"
Now, this axe is rather simple, but in more complex design, you might want to make sure the computer understands what belongs to the blade, what belongs to the handle, and what belongs to the coating. (the most common example for this might be the white in the eyes, if a character is wearing a white T-shirt, you must specify that the white of the eyes and the white in the T-shirt are 2 different colors, so when someone decides to turn the T-shirt blue, the white of the eyes doesn't turn blue along.)
With 4 cels might be a quick job, but if a sprite has 50 or more cels, and the things sharing the same colors are more (A blade and the shoes, a holster and the belt, etc. etc.) It is a good idea to make sure that changing the color of an element doesn't change another element that's not supposed to change.
Now, i un-indexed an image made by me to explain the concept. When i ask to the computer to apply the palette, the computer thinks the white in the eyes is part of the jacket, and when i index it and decide i like more a green jacket, the white of the eyes becomes... well, green.
had it be a spritesheet with 400 cels, indexing, it would have required to re-paint the white of the eyes.
i'm using Aseprite, wich costs 15$, a free alternative is GIMP, i don't know it very well, but i have been assured it has got palette control. i'll look into Gimp how to control the palette.
The first file is indexed with a set of colors for the blade, and another for the handle.
The second file represent a possible palette applied to the first file.
The third file is an attempt to change the colors in your file. I choosed absurd colors in order to show how the same slot is shared by both areas.(
You may notice also that an indexed file weights less than a true color file, by the way) If you change a color in the blade, it will change in the handle too.
The fourth file shows that different ramps can be used to represent the exact same material, and also it should give an idea about what is a ramp.
@chasergaming
I think that establishing the palette is the whole point of indexing.
I followed your instructions and looks like i messed something.
(Of course one could load wide spectrum palettes, like the NTSC or such, it would be a learning experience, but it falls under "gambling".)
I'll see if i can get the procedure for GIMP tonight.
Of course you can.
I'm curious to see your project and how will you use it in it.
Thank you.
Sorry for my atrocious english, the confusion is because i wasn't sure about the files i listed. They might have been considered non-commercial.
(I didn't know your answer in advance, so my position at the time was: "i might have been uploading files that should have been considered non-commercial." :D )
Instant fav!
Excellent job.
Last detail, although i don't think that in this age is a problem, (if it was, it would be on the F.A.Q.) You might want to convert your file to 256 colors format.
This will make sure that pixels in the figure gets associated with a color in the palette. This action is called "indexing"
It's just a tiny detail, like when a waiter pours the content of a bottle in customer's glass, it is something most developer can do personally in a fingersnap, but is the last step to do, in order to provide a sprite that's really "ready to be coded in any project"
Now, this axe is rather simple, but in more complex design, you might want to make sure the computer understands what belongs to the blade, what belongs to the handle, and what belongs to the coating. (the most common example for this might be the white in the eyes, if a character is wearing a white T-shirt, you must specify that the white of the eyes and the white in the T-shirt are 2 different colors, so when someone decides to turn the T-shirt blue, the white of the eyes doesn't turn blue along.)
With 4 cels might be a quick job, but if a sprite has 50 or more cels, and the things sharing the same colors are more (A blade and the shoes, a holster and the belt, etc. etc.) It is a good idea to make sure that changing the color of an element doesn't change another element that's not supposed to change.
Now, i un-indexed an image made by me to explain the concept. When i ask to the computer to apply the palette, the computer thinks the white in the eyes is part of the jacket, and when i index it and decide i like more a green jacket, the white of the eyes becomes... well, green.
had it be a spritesheet with 400 cels, indexing, it would have required to re-paint the white of the eyes.
I'm sure you'll learn this in very short time.
i'm using Aseprite, wich costs 15$, a free alternative is GIMP, i don't know it very well, but i have been assured it has got palette control. i'll look into Gimp how to control the palette.
Great piece.
The first file is indexed with a set of colors for the blade, and another for the handle.
The second file represent a possible palette applied to the first file.
The third file is an attempt to change the colors in your file. I choosed absurd colors in order to show how the same slot is shared by both areas.(
You may notice also that an indexed file weights less than a true color file, by the way) If you change a color in the blade, it will change in the handle too.
The fourth file shows that different ramps can be used to represent the exact same material, and also it should give an idea about what is a ramp.
Well, in a post apocalyptic setting, someone should be carry one.
i'll use it as prop to enhance the storytelling.
Really well done.
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