Open DreadKnight opened 8 years ago
It's probably best to do this via preprocessing, i.e. grunt + imagemagick. Phaser's tint is very simple and tints the whole sprite, whereas you'll need something more powerful to do proper color key operations, which look much better. Tints can be used when you need them, like animation effects.
The sprites are very simple and fully in a certain hue, except the Dark Priest unit cardboards from #198.
The advantage to using Grunt + imagemagick is that it can also process the sprites used in the interface, which aren't affected by Phaser and it will probably also keep the requirements from clients a bit lower.
So there's the issue of sprite duplication and the issue of automatization, which is the more tedious one.
The interface frames for unit avatars and ability icons (selected / upgraded), should be auto generated via Grunt or color tinted using some js library or even CSS3 shaders.
Color coded hexagons and health/plasma indicators should have all the variations auto generated by Grunt or even better: just simply use a generic sprite that gets colored in-game by using Phaser itself (color tinting sprite perhaps), while only the colors for the 4 players should be defined.
This relates to the old #198 issue.