Open Jeltr0n opened 3 years ago
I think I can make a temp fix as an external unrelated javafx program that does this, I could publish it as an executable and you would be able to generate the palette setups, but you'd have to put em into the game individually.
I think I can make a temp fix as an external unrelated javafx program that does this, I could publish it as an executable and you would be able to generate the palette setups, but you'd have to put em into the game individually.
That would be a good thing! I think people would love that
I think I can make a temp fix as an external unrelated javafx program that does this, I could publish it as an executable and you would be able to generate the palette setups, but you'd have to put em into the game individually.
That would be a good thing! I think people would love that
It's got to be after mid August though as I have no free time right now but I will get to it
Hey Dan- Did you ever get a chance to revisit this?
I'm sorry I have not had time yet. I am working full time and making a portable retropie and a game at the same time haha, I have too many things to juggle right now. Maybe in the near future
On Tue., Aug. 17, 2021, 5:24 p.m. Jeltr0n, @.***> wrote:
Hey Dan- Did you ever get a chance to revisit this?
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No problem, Let me know if you ever get a chance to revisit this because it would save us a ton of time! Maybe if it works well enough the same system could be added to GB Studio.
Finally managed to have a look at this and have an auto color feature in place for the next release
that specific image had a few minor issues, the pixels shown in green were a slightly different shade of white causing it to need more the allowed amount of palettes and the tile with the red border contains 5 unique colors. Once those are fixed it is working as expected!
Oh wow that's incredible! I had no idea this was on your radar. I'm very excited to try it out. Sorry my example image was hard to work with. If I knew you were going to test with it I would have cleaned it up!
no need to apologise, it was a good test for the algorithm!
Auto-coloring color pngs It would be very useful if GBstudio could auto-generate the necessary palettes and assign them to the tiles. It's challenging to make full color art that follows the Game Boy Color's limitations but it would really improve the workflow if there wasn't additional work in GBStudio to color an image that's already in color in an external editor.
Describe the solution you'd like Here is how I imagine it would work: It would check each 8x8 tile for 4 colors, assign the nearest GB Color based on the hex color converter that already exists, then assign the colors in order of brightness to the 4 default green colors. It would check if a palette with those 4 colors already exists. If so, it would use that palette. If not, it would create a new palette with the png image's name followed by a number. (You could rename it later if you want) If you exceed 4 colors within a tile or the total number of palettes it would give you an error message.
Describe alternatives you've considered The alternative is the current method which works well if the number of palettes and backgrounds is limited but creates a tedious workflow if there are a large number of backgrounds and/or palettes. Speaking from the perspective of an artist that would like to use the full potential of the Game Boy' graphical capabilities, I think the current workflow is more limiting than the Game Boy's hardware limitations.
Additional context