Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

"Add the ability to move the code by pressing the right mouse button" – visual demonstration: https://i3.imgpile.com/i/lXyRw.gif (alternative https://youtu.be/hVSjNFLELVc )

"Option to change the sprite palette..." - Frankly, I don't know how it should look. However, there are several options:

  • "Universal ": We have 16 colors, so we have(if I'm not mistaken) Fact (16) = 20,922,789,888,000 combinations palette changes.
    • sprid x y [colorkey [scale [flip[rotate[pal]]]]] - -pal = 0 – 20922789887999
    • Pros: Most obvious way
    • Cons: it's not intuitive. And it is too difficult to use. And in the sprites are very rarely used all 16 colors (and therefore many combinations are meaningless) ...
  • "Specific ": Adding a function to specify what color you need to replace.
    • palChange(colorID,newColorID)
    • Pros: Most understandable way.
    • Cons: If the sprite is used a lot of colors we need a lot of calls palChange (x, y).
  • "Tricky ": We have 16 colors. But one sprite often uses only 2-3.
    • sprid x y [colorkey [scale [flip[rotate[pal]]]]] - -pal = 0 – (x-1) where x – the total number of possible combinations. (x = 16! / (16-colInSpr)! ). That is, if the sprite consists of 1 color (meaning 2, but 1 of them transparent, on which the palette of color change does not affect), then you need to specify the value range 0-15. 2 colors: 0-239; 3 colors: 0-3359 ...
    • Pros: The most convenient way for sprites using a small amount of color.
    • Cons: Probably, it is difficult to implement in practice. The more colors used in the sprite, the harder it is to find the right "number".
  • "Other": Another way, to which I had not thought of.

"touch controls possibility for android" – This is just an idea for the future. Interact with the game using touch, swipe, etc.