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(+1)

Using tinted layers, one could get a lot of mileage out of just a white version of these tiles, with all the texture variants - users could set their own colours to their taste, even if the resulting colours wouldn't be quite as dynamic (less hue variation). Is a set of tintable tiles something you might provide eventually?

That's a neat idea! Do you have a recommendation for a tileset editor that supports per-tile tinting?

I'm currently concentrating on painting more tiles to cover more shape variations, but after that, I could try and make a single-color tileset for this purpose.

(+2)

Tiled has per-layer tinting, which could be used just as effectively. I'm not familiar with other generic editors. Tinting a quad is one of the easiest things to do, so I suspect the reason per-tile tinting isn't common is because it'd require annoying GUI work, and isn't commonly needed.

(+1)

Another approach could be to make hue, saturation and brightness changes via a shader in your prefered Game Engine or manually in Photoshop via the HSL layer.

eg. https://www.reddit.com/r/godot/comments/tyji8r/seeking_an_hue_shift_shader_with_...