Ambrosia Garden Archive
    • BIG problem with the "character sprites"


      Being a printer, I always check color modes and resoultion. For best results (IE non-crashing), coldstone sprites should be in 72 pixels per inch/RGB. Instead they're in 96 pixels per inch/indexed color. This can cause problems, though I haven't really tested it.

      To be on the safe side, go into photoshop (if you have it) and open all of the character sprite sets. Go to image>mode>RGB. This will change it to RGB color. Then go to image>image size, and set the resolution to 72 pixels per inch.

      If anyone is willing to have the sprites deleted, I could fix the mistakes on my computer and re-upload. If anyone is using these sprites, I seriously reccomend you test them well.

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      windowzsifortehfargots

    • Correct me if I'm wrong (as I could be), but Windows' default screen resolution is 96dpi, not 72dpi. So Maybe it has something to do with it? Anyway, I don't think it really matters for working in Coldstone, but I could be wrong.

      -Jeff

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      Experiences = Integrate( Life, {t, birth, death} )

    • Yeah.....that's probably it...

      Good point, but for most things related to graphics loaded into games, you're supposed to use 72 (that I've seen). And according to the user manual, coldstone is no exeption.

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      windowzsifortehfargots

    • Good point. Top of page 87:
      "Coldstone only supports the standard resolution equal to 72ppi (pixel per inch). If the resolution is different, you may not have any problem loading it in the editor but it can cause very strange effects in the final game. If your game experiences some problems loading a specific map, check the pictures used by it"

      However, it makes no suggestions about RGB vs Indexed. Since PNG is a free GIF replacement, I would bet that PNG has to be indexed. (Note that PNG is a supported format).

      Fortunately I'm a 72dpi RGB man, so I'm all set. 🙂

      -Jeff

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      Experiences = Integrate( Life, {t, birth, death} )