256 Colour Tutorial Part 1(V2.62): Difference between revisions

Jump to navigation Jump to search
No edit summary
 
mNo edit summary
Line 111: Line 111:
I think this tutorial is long enough to keep you awake, and it's only about basic stuffs, I think it's about done for this part already, but before I stop I'll give you a present, which is how the materials put together into an AGS "game" would be like:
I think this tutorial is long enough to keep you awake, and it's only about basic stuffs, I think it's about done for this part already, but before I stop I'll give you a present, which is how the materials put together into an AGS "game" would be like:


[[Image:8bittut_paltut1.zip|Download this file]]
[[media:8bittut_paltut1.zip|Download this file]]


To test it just unzip it into an empty folder and load up '''ac2game.dta''' via the AGS editor and ''save'' a game. ('''room1.crm''' is the "dizzy" room, where you can click to transport you to '''room2.crm''', which is the "disco" room, you can click on the door(way) to toggle between opening and closing of the door, which shows you how the door sprite matches perfectly with the background, if you're having enough "fun" just press '''ctrl-Q''' to quit.)  
To test it just unzip it into an empty folder and load up '''ac2game.dta''' via the AGS editor and ''save'' a game. ('''room1.crm''' is the "dizzy" room, where you can click to transport you to '''room2.crm''', which is the "disco" room, you can click on the door(way) to toggle between opening and closing of the door, which shows you how the door sprite matches perfectly with the background, if you're having enough "fun" just press '''ctrl-Q''' to quit.)  




Coming next - Part 2 - Palette effects using pre-defined functions
Coming next - [[256 Colour Tutorial Part 2|Part 2: Palette effects using pre-defined functions]]
 
 
 
 


(Return to [[Using 256 colour graphics in AGS]])
(Return to [[Using 256 colour graphics in AGS]])
[[Category:Tutorials]]
[[Category:Tutorials]]