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Using tranparency at the tile level for different "shades" of tiles

A topic by Josh Goebel created 60 days ago Views: 151 Replies: 5
Viewing posts 1 to 3

So if someone wanted a greyscale effect at the tile level… say a tile/icon is 8x8… could they just render some tiles 25% opaque, some 50%, etc… to achieve effective grey-scale? Ie all the background/wall tiles might be 50% opaque whie the players/enemies are 100%… would this be within the confines of the rules?

Like this but without the red and orange obviously…

(1 edit)

im honestly unsure for this. this initially seems like a fat no, but when you read the alpha section, there's nothing that really rules this out...

i honestly think this should be legal, unless the host says otherwise.

(so long as the tile fi are the same palette as the normal one, with the alpha being applied at runtime)

If one split a 2-bit sprite into 3 different sprites and just drew them at different opacities you’d have essentially Gameboy 2 bit color… This isn’t that, but if this was ok I’d think that would be also.

Feels like a bit like letter of the law vs spirit of the law to me - hence the ask.

in the rules it says:

You can not use alpha in your art files, but you are allowed to change the alpha when the game is running to create effects like fades, trails and ghosts.

it doesn’t mention rendering sprites there, so it’s kind of up to interpretation. personally, i think this goes against the idea of the jam being 1-bit because it creates more than 2 colors on the screen at a time. if i were running the jam, i would not have added the allowance of alpha at an engine level. but do what you want. i think the worse thing is that people will give you a lower rating for having too many colors in your game.

of course you can, but remember to do it at the `Code level` and not manually