32bit colour

Started by Nixxon, Thu 16/10/2003 14:09:18

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Nixxon

Any plans for 32bit colour in the near future? Would be very spiffy!
Couldn't see how it would decrease performance, then again what would I know???  ??? :-\
Thanks :)

Scummbuddy

#1
what can you do with 32 that you cant with 24? CMI was like 256 colors or something rediculously small like that, yet it was a beautiful game.

Edit* I meant 16.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

scotch

We have 16 now, not 24, 24/32 bit colour would be of use to people who use very fine gradients between similar colours or use very smooth shading, like those people using 3d.  I agree that even 256 can look great if you plan your images for the colour depth but I'm also sure many people would find 32 bit useful.  I think it's something CJ said he might do in the future, but not very soon.

SSH

Also, there's room for an alpha channel, allowing you to use anti-aliased edges to your sprites. But then CJ would have to be able import PNGs or something like that, and probably totally rework internal sprite storage, etc.

12

Nixxon

Quote from: scotch on Thu 16/10/2003 17:48:17
I think it's something CJ said he might do in the future, but not very soon.

All I wanted to know, thanks :)

Joseph DiPerla

CJ mentioned in one of his other releases that he MIGHT, and I highlight MIGHT add 24/32 bit color in ags 2.6
Joseph DiPerla--- http://www.adventurestockpile.com
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Privateer Puddin'

you people need to bug him at mittens ;)

Pumaman

32-bit colour is a possible feature for AGS 2.6 but it will be rather fiddly and time consuming to get it all working, and I feel there are more pressing things to be done first. :)

Gregjazz

For me, I see no need for 32-bit color. Save it for later, CJ.

The alpha channel would be nice. But instead of changing the file formats or anything, maybe you could just import two bitmaps -- one normal pic, and the other would be an alpha channel one.

Again, these are really long-term ideas. I can see where the alpha channel stuff would take a while to implement -- and a LOT of work!

tamper

I'd love to see alpha channel transparency for sprites - it would particularly help 640x480 hi-colour games.

Currently if you have a lovingly anti-aliased background, there's quite a jarring effect with the non-antialiased character slapped on top.

Not that I'm complaining or anything  :) ...but I think that alpha support would open up the creative possibilities. And as GeoffKhan says, the alpha channels could be held in a seperate 'mask' PCX/BMP - so no need to change file formats (in the unlikely event that that's the hard bit)...

t
If you're a writer, please visit Great Writing. www.greatwriting.co.uk

Nixxon

#10
I've done all my 800x600 backgrounds in flash using many shading methods.
when converted to 16bit using either error diffusion or nearest colour they look absolutely awefull. hence my enthusiasm for 32bit colour support.
Example -

(original)




Might just wait for AGS 2.6 before publishing.
32 bit colour is innevitable! mwoohahaha cough cough

MrColossal

well... i think something should be said and it applies to both high and low colour art

when working with any program you have to take your limitations into account. if all we had was 256 colour support and someone said their room looks terrible in 256 colours [as has happened back in the day] the best anyone can say is "Well, them's the breaks. Shoulda planned ahead."

and until 32bit colour is added this should have been something you planned ahead of time, having to deal with either image degredation through converting or originally planning ahead and working with the limitations instead of against.

eric
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Nixxon

Very wise MrColossal,
However I don't beleive this principle applies to me as my style is 100% dependant on the usage of 32bit colour.
I knew before my initial production that this would be a sufficient bump in the road,  therefore I recently queried too see how long i'd have to wait before 32bit support became available.
I have still have a good month or two worths of work before i can consider publishing, i'll just have to start another project if 32bit isn't available therefore after.
Cheers ;)

tamper

On the one hand Mr Colossal is right - after all, DOTT, The Dig, Sam & Max etc. were 256 colour and looked great.

I do think though that support for higher-colour depth (and particularly alpha support for sprites) may encourage the better artists amongst the community, thus resulting in better-looking AGS games.

I don't mean to do disservice to those of any artistic ability, and I certainly don't want to fuel the 'good graphics aren't important for a good game' debate, but if AGS's profile is to be raised in the games press (which is already starting, and must surely be good for CJ) then anything that enhances front-end presentation has got to be good.

t
If you're a writer, please visit Great Writing. www.greatwriting.co.uk

Paper Carnival

Your work is excellent IbeX! That's a really great style you have!  But anyway, Diffusion looks pretty good actually, there is little difference from 32-bit

bj0rn

I really don't care about 32 bit colour, but I'd really like to have alpha maps, both for characters and walkbehindes. Just looka at Ibex's images, you can barely see the diffrence between 32 bit and 16bit with diffusion, but you do see a pixelated edge of that house or whatever it is, if the walkbehind area could be antialiased that wouldn't be a problem. Hope that made some sence atleast

Nixxon

#16
You can blatantly see the horrid-ness of diffusion on larger surface areas such as sky, ground etc.
It was a bad example pic for which i apologize...
the jagged edges on the side of the house are due
to the fact that i imported the image as 2 layers
into photoshop, it doesn't look like that in flash...
also keep in mind it's at 200% zoom.
I just think 32bit colour should take a fair bit of priority in the
scheme of  AGS improvements.
The fact that people get so highly aggresive towards
my 32bit colour request is somewhat amusing.

Cheers :)

scotch

I think putting off releasing a game until a certain feature is met is a bad idea, 32 bit would be nice, but nobody is going to mind a bit of dithering in the mean time.  The decrease in graphics quality isn't that bad.. diffusion looks a bit grainier, but it also looks like it has more of a surface texture and nearest looks almost as good as the original IMO.  I am sure you will be waiting a fair amount of time before 32 bit support is added.

There are 2 features I would really like (seperate x/y walk speeds, custom properties being changable during play) before I release my game, but I think you have to work within the lmits of what you have, CJ hasn't said 32 bit will be added for certain, and if it does it won't be very soon.

Alpha support on characters would be a really nice thing though.

Nixxon

True scotch...
You could always do a re-release when the features become available, kinda like a 'special edition'!
cliche` mania.

Petter

Use AGAST instead, it's more suitable for hires/hicolor games and pretty easy too! AGS is great for the classic low res feel. By the way, that looks amazing! If your entire game will have graphics like that I'm very impressed. If you are interested in working together I'm an animator who would love to make an adventure game! Mail me if you're interested!

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