Author Topic: New GFX set for AGS default Template (based on Sierra games)  (Read 8278 times)  Share 

abstauber

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Ah okay, like scanning the image with GetPixel.

Well... pre-rendered palette cycling will continue to work just fine.

BTW, it is easy to script a function that would replace the colors on dynamic sprite according to certain rule. You can create a set of sprites in greyscale, for example, and template will have several coded presets (color mappings), one of which would be chosen and applied in the game_start function.

Now I'm really interested in this. How would it work? The only way I thought of by looking at the help manual is to separate BGs from icons, use the Tint function to add monochrome colours on them and then compositing them. (I have done this before on other games, but never on AGS... I really should read up and test the DynamicSprite section).


Ah okay, like scanning the image with GetPixel.

Or that would work as well.

Ali raises a valid points and CW has the solution, though that would require making the template some kind of short demogame that explains where to define the colormapping or where to switch the predefined palettes.

This could be interesting, and better than duplicating assets for multiple character games.

I like CC's greyish version, but let's not jump ahead, we should first all be happy with the basic palette for the first iteration of the icons and so, have some contests, get the final designs, then we can play around with palette swappings to darkness and brighter values and vote on that. Well, noone is stopping you from experimenting with palette swapping now already, but we don't need it atm.

Thanks, but those were just to point out that palette swapping on assets is easy when you have a small palette. The green-pink one was deliberately low on contrast and non-generic. :P


@Borders:
What about we don't define the borders now, but rather say max 2px wide borders (or 3px max?) please on icons that are w x h and then see what comes out of the contest, both borders and the icons.
So if nothing game/template/contest breaking happens in the next few hours I'll make a thread for this in the competitions board tonight. I'd say gIconbar is the first thing from the template to get the overhaul.
Does anyone have a fancy title for all this? Like RessurAGSion. Or like, better than this? ;-D

I'm completely up for it. except for the punny name (wtf).
I'd also only start with the basic 320x200 resolution and leave the HD ones for later.

Crimson Wizard

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Warning: not tested
Now tested, works.

Remember to put "noloopcheck" in the function definition.
Code: Adventure Game Studio
  1. void noloopcheck ReplaceColors(this DynamicSprite*, int colors_from[], int colors_to[], int num_colors)
  2. {
  3.   DrawingSurface *ds = this.GetDrawingSurface();
  4.   for (int x = 0; x < ds.Width; x++)
  5.   {
  6.     for (int y = 0; y < ds.Height; y++)
  7.     {
  8.       int old_col = ds.GetPixel(x, y);
  9.       for (int i = 0; i < num_colors; i++)
  10.       {
  11.         if (old_col == colors_from[i])
  12.         {
  13.           ds.DrawingColor = colors_to[i];
  14.           ds.DrawPixel(x, y);
  15.           break;
  16.         }
  17.       }
  18.     }
  19.   }
  20.   ds.Release();
  21. }
  22.  

Usage:
Code: Adventure Game Studio
  1. DynamicSprite *dspr = DynamicSprite.CreateFromExistingSprite(10); // 10 - is the number of your sprite
  2. int colors_from[] = new int[8]; // 8 - is the number of colors you want to change
  3. int colors_to[] = new int[8];
  4. // Setup conversion tables
  5. colors_from[0] = 1; // replace this color
  6. colors_to[0] = 2; // replace TO this color
  7. // etc
  8. //
  9. dspr.ReplaceColors(colors_from, colors_to, 8);
  10.  


EDIT: DynamicSprite.Tint would work too, and it is faster, but its results are more restricted.
« Last Edit: 20 Apr 2017, 13:05 by Crimson Wizard »

Thanks! I remember that, and the considerable resistance against making the default template "too good", thereby either discouraging newbies with impossible standards or tempting them to use the defaults rather than make their own.

Too good?  Whew, when I tried AGS for the first time I was about to drop the ball for how ugly it looked,
Presentation is important, sadly.

As they say, you only get one chance to make a good first impression.

- Alan

abstauber

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In the meantime I started to work on a room. It is far from being completed, but maybe somebody wants to join the fun.


It is drawn in this palette:
https://github.com/geoffb/dawnbringer-palettes/blob/master/DB32/db32.png
« Last Edit: 21 Apr 2017, 09:40 by abstauber »

That's a really nice background.
And the palette looks quite interesting. I'll have to give it a go in a background at some point. :D




Re: New GFX set for AGS Sierra Icons
« Reply #46 on: 21 Apr 2017, 14:21 »
It might be a personal preference only, but I'm not particularly fond of the type of anti-aliasing you used on the planet. I think it's called banding? Did a quick and sloppy edit on it. I also moved the door a bit, so it wouldn't line up with the shadow so much. Otherwise I like it, good old simple and clean pixel art.


I think we should make him look a little more like the AGS Roger
I can dress him in AGS blue, is that more fashionable?


Are we set with this Roger sprite? If so, then are there some additional must-have animations he should have?


Are we set with this Roger sprite? If so, then are there some additional must-have animations he should have?
I like the recoloring, and I feel it sets him enough apart from the other Roger.
I'm more of a Lucas guy myself, so I instantly thought of the reach-high reach-mid reach-low sprites used in those games.

But then again, if this is just a template, I don't think it would need more stuff. Though the more I see all this stuff the more I think "All this could be put in use to make some nicely updated demo games that we were talking about in another thread." (roll)

Selmiak, hurry up with the SpriteJam so we can start tinkering with the verb icons (laugh)

selmiak

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pffft, I'll just sit here and wait until the new demogame is done, looking good already :-D

seriously though, @abstauber+hobo:
keep on pixeling that BG, but actually we want to start with a new template, not a complete game, but don't let this stop you, the new demogame needs assetts too ;)
So what about using this in both the demogame and this template, but make sure it kind of fits the palette we are defining for the icons and also that it or something on it screams THIS IS JUST A TEMPLATE, REPLACE ME WITH YOUR OWN PAINTING YOU LAZY BASTARD!

the blue AGS Cup Roger is niiiiice! :-D

Will start a thread with something to pixel soon.
« Last Edit: 21 Apr 2017, 15:05 by selmiak »

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selmiak

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That's a really nice background.
And the palette looks quite interesting. I'll have to give it a go in a background at some point. :D





the blue/yellows look too washed out, I like our palette for that better

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If you kill everyone there's nobody left to punish you.

abstauber

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Thanks Hobo. That looks much better.

Here's a little teaser of what I'm currently doing 8-)





So the new Sierra template is a SCUMM 9 Verb interface... well, more of a Thimbleweed Park one? nice (laugh)

selmiak

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Quote from: ClickClickClick
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selmiak

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That's a really nice background.
And the palette looks quite interesting. I'll have to give it a go in a background at some point. :D





the blue/yellows look too washed out, I like our palette for that better

and after rushing out that contest thread I think that rightmost silver black floppy looks great! shall I cange to that one? Would be fitting to abstaubers BG image and more classy than blue orange...

Quote from: ClickClickClick
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Do as you wish, but I wouldn't worry about it. The idea of the palette is to just have one so all entries use the same.
We can later on vote which palette is best for the winning verb set.

selmiak

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oh these complicated decisions, both look great. idk, lets have this contest with both palettes! and make it a jam in both threads. 8-) :-D

after getting some sleep I think using 2 different palettes for the contest will not work and only get confusing and brainmelting and hairtearing and heartbreaking and running up the walls of crazyness and so on.  And dawnbringer has a nice palette.

Summing up... something like this?



Putting the palette in a useful order is confuzzling me, you used the 2 darkest colors + the 4th darkest color for the border.
more like this:



So this this is our definition for the icons fitting for the spacey BG. 3 left colors for the background and the 5 right colors for the icons.

alright? alright! No more summing up for the icons and stuff palette anymore, I'd rather get pixeling in the other thread. :D

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Danvzare

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I can dress him in AGS blue, is that more fashionable?


Are we set with this Roger sprite? If so, then are there some additional must-have animations he should have?
Not the colour I was thinking of, but definitely more suitable.
I actually rather like this Roger. Like CaesarCub said, it sets him apart from Roger Wilco.

Though the more I see all this stuff the more I think "All this could be put in use to make some nicely updated demo games that we were talking about in another thread." (roll)
Agreed, I hope this all gets used to make that updated demo game. (nod)

abstauber

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Next iteration. Does anyone have a good idea for foreground objects?

Crimson Wizard

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Next iteration. Does anyone have a good idea for foreground objects?

A 60-ies style space chair on the anti-gravity pad.
https://s-media-cache-ak0.pinimg.com/originals/43/b1/4b/43b14bc11e58d82cb1941a4b25ec8b19.jpg

selmiak

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space bunnies! Lots of them!

Quote from: ClickClickClick
If you kill everyone there's nobody left to punish you.