Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Maybe a block you can buy in store, you can color it how you want, and add the color it will show up as on minimap(maybe even add an effect).
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oops sorry I added this in the wrong place
do not double post
- The Triple cheese convection.
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This idea reminds me of platform racing 3, which had fully customizable blocks. While I can see the usefulness of such a feature, I also believe it would make our (imo too large) block pallette redundant.
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What about gray-scale firstly, and colouring option later?
What about gray-scale firstly, and colouring option later?
That's how every block in the game should be in the first place, along with a color selector in the block list. That would probably shrink the block list down by at least half.
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AnatolyEE wrote:What about gray-scale firstly, and colouring option later?
That's how every block in the game should be in the first place, along with a color selector in the block list. That would probably shrink the block list down by at least half.
The problem with that is that you can't have both good light and good dark colours, so you couldn't do it for things like beta blocks, or for that matter, anything with multiple colours
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N1KF wrote:AnatolyEE wrote:What about gray-scale firstly, and colouring option later?
That's how every block in the game should be in the first place, along with a color selector in the block list. That would probably shrink the block list down by at least half.
The problem with that is that you can't have both good light and good dark colours, so you couldn't do it for things like beta blocks
Then instead of having a grey-scale, have a red-scale or a blue-scale. That way, saturation can be accurately measured in addition to brightness. The only thing the game has to do to render the block is to select the hue, which shouldn't be too much of a problem.
or for that matter, anything with multiple colours
You're right, but most blocks are just shades of a single coluor. For those with a main colour but consistent secondary colours, that could be dealt with by having an overlay that isn't affected by the hue shift. Exceptions to those two rules (like the Christmas 2011 pack) are rare enough that they could probably be dealt with on a case-by-case basis.
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▼destroyer123 wrote:Then instead of having a grey-scale, have a red-scale or a blue-scale. That way, saturation can be accurately measured in addition to brightness. The only thing the game has to do to render the block is to select the hue, which shouldn't be too much of a problem.
or for that matter, anything with multiple colours
You're right, but most blocks are just shades of a single coluor. For those with a main colour but consistent secondary colours, that could be dealt with by having an overlay that isn't affected by the hue shift. Exceptions to those two rules (like the Christmas 2011 pack) are rare enough that they could probably be dealt with on a case-by-case basis.
That would fix some problems, but there is still the problem of dark textures not working well, as the 'bright spots' would just be lost if you change to a darker colour
I guess you might be able to fix this with different blending modes and several layers, but that just adds another 5 steps to making textures, meaning 1. the average user would have no clue what they are doing and 2. it would be many times harder to make good textures
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