Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: michael_p on Fri 23/01/2009 03:54:54

Title: ags walkable colours
Post by: michael_p on Fri 23/01/2009 03:54:54
here this may be interesting

http://www.mondo-networks.com/Image2.jpg

the E stands for erase
Title: Re: ags walkable colours
Post by: Ryan Timothy B on Fri 23/01/2009 05:25:37
I don't quite get it.
Is this the order of appearance for the walkable area colors?
1 being Blue, 2 being Green.. etc
1-6
7-11
12-14

Not sure why I'd find interesting though. :P
Title: Re: ags walkable colours
Post by: Dudeman Thingface on Fri 23/01/2009 05:26:44
I think it's if you want to make your own walkable areas mask and import it into AGS.
Title: Re: ags walkable colours
Post by: zabnat on Fri 23/01/2009 07:01:42
Quote from: Dudeman Thingface on Fri 23/01/2009 05:26:44
I think it's if you want to make your own walkable areas mask and import it into AGS.
I might be wrong but I think when you import the mask it takes the palette index as area number, index 0 being none, index 1 being area 1, no matter what colour there is on that index.
Title: Re: ags walkable colours
Post by: michael_p on Fri 23/01/2009 07:26:23
where the E is that is erase thats the first colour in whatever paint program you use make or working in layers start with a black page colour no white
Title: Re: ags walkable colours
Post by: Radiant on Fri 23/01/2009 08:47:09
They're pretty standard colors, though. If you count in binary, where 1 = blue, 10 = green, 100 = red and 1000 = bright, that's exactly what you'll get.