I had my game set to 16-bit colour, & imported an image that has 254 colours. It said the image has more colours than are allocated to backgrounds. The image was imported, but it looked as if it were missing, like, 10 colours?!? Whatever, I switched the game to 32-bit, & I got the same message....with the same problem.
On 16-bit, (Definitely on 32-bit) I should be able to have 254-colour backgrounds.
.....What the Hell am I doing Wrong??
What file format is the pic in?
What paint program do you use?
What AGS version?
Care to upload (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=3584) the pic for us to test it?
I use Paint Shop Pro 8, put it in .png format & using AGS 2.7
I'll upload an in-game screen shot when I get off work tonight.
Try using a .bmp instead of a .png
This is the image
(http://www.2dadventure.com/ags/Electrical_Room-256.png)
& this is the image in AGS.....in .PNG or BMP, & in 16 or 32 colour
(http://www.2dadventure.com/ags/example.png)
How very strange... maybe if you open the image in MsPaint, and save it as a .bmp from there?
Save your picture with 239 colors. The first 17 color are fixed and internally used (I suppose).
Did you actually run the game and see how the background looked in the actual game? Because backgrounds tend to lose some colours when displayed in the editor.
Convert the image to 24/32 bit and then import it.
The reason was CJ implemented some "smart" feature in V2.7 or before, so if you import a 256 colour bg/sprite in a 16/32-bit game, it's imported as if it's imported in 8-bit modes, so the constraints when using 8-bit modes (like 17 fixed colours, remapped palette, etc.) even though you don't see the base indiced palette in 16/32-bit modes. I think this had been changed in V2.71, that whenever you import some image in the editor it'll be converted to the same colour depth the game's set to.