256 Colour Tutorial Part 2(V2.62): Difference between revisions

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'''Palette effects using pre-defined functions'''
'''Palette effects using pre-defined functions'''
(by [[user:Gilbert|Gilbert Cheung]])
(by [[user:Gilbert|Gilbert Cheung]])
==Palette related functions==
==Palette related functions==
In [[256 Colour Tutorial Part 3|Part 1]] we had learnt about how to create and import 256 colour images for use with AGS games, let's move on to some applications.
In [[256 Colour Tutorial Part 1(V2.62)|Part 1]] we had learnt about how to create and import 256 colour images for use with AGS games, let's move on to some applications.


If you had seen the stunning colour effects like in old VGA or Amiga games created in the early 90's this tutorial is for you, I'll demonstrate some simple ways of doing these effects using palette here.
If you had seen the stunning colour effects like in old VGA or Amiga games created in the early 90's this tutorial is for you, I'll demonstrate some simple ways of doing these effects using palette here.
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Well, I won't bother explaining the above word by word, basically what this function does, is to change the colour of a slot directly, ''all'' pixels on screen which use this slot will be changed to the new colour immediately.
Well, I won't bother explaining the above word by word, basically what this function does, is to change the colour of a slot directly, ''all'' pixels on screen which use this slot will be changed to the new colour immediately.
Let's illustrate this with an example, remember the [[media:8bittut_ss1.pcx|sprites]] we used in the part 1? Conside the girl sprite:
Let's illustrate this with an example, remember the [[media:8bittut_ss1.pcx|sprites]] we used in part 1? Conside the girl sprite:


[[Image:8bittut_sprite0.png|center|68px|Girl sprite]]
[[Image:8bittut_sprite0.png|center|68px|Girl sprite]]
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Which is merely just the above materials put together into an AGS "game". 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, you'll notice also the door lock light will change colour according to the status of the door, you can read the room script for more info on how to do this. If you're having enough "fun" just press '''ctrl-Q''' to quit.)  
Which is merely just the above materials put together into an AGS "game". 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, you'll notice also the door lock light will change colour according to the status of the door, you can read the room script for more info on how to do this. If you're having enough "fun" just press '''ctrl-Q''' to quit.)  


Coming next - [[256 Colour Tutorial Part 3|Part 3: Full control of palette effects]]
==Downloadable files used in this part==
*[[media:8bittut_paltut2.zip|ZIP file - part 1 stuff]]
*[[media:8bittut_ss1.pcx|PCX image - the Girl and the Alien sprites]]
*[[media:8bittut_dizzy.pcx|PCX image - "Dizzy" background]]
*[[media:8bittut_disco.pcx|PCX image - "Disco" background]]
*[[media:8bittut_paltut2.zip|ZIP file - part 2 stuff]] (<font color="FF0000">new</font> in this part)
 
 
<s>Coming next - Part 3: Full control of palette effects</s>


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


[[Category:Intermediate Tutorials:Graphics Related:256 colour]]
[[Category:Intermediate Tutorials:Graphics Related:256 colour]]

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