Ambrosia Garden Archive
    • Is 8-Bit Possible?


      Can Coldstone use images made with 8-bit colours? I've read some of the postings and I've come under the impression that Coldstone can only use 16-bit graphics. I wanted to make a really retro looking old NES style game, but I think the extra colours 16-bit uses will make my game look less authentic (and really shows my rudementary drawing skills 😉 ). Any ideas?

      P.S. I've read that if I want an object with white parts I would use .png. Wouldn't that make the whole image translucent, since that's what I thought .png was for (I want a solid object!)

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      (This message has been edited by unknown (edited 07-06-2002).)

    • Quote

      Originally posted by unknown:
      Can Coldstone use images made with 8-bit colours?

      Mr. Unknown,

      Not that I've found, no. If anyone knows of a way to utilize 8-bit I'd love to hear it(just so I know, heh).

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    • Quote

      Originally posted by unknown
      Can Coldstone use images made with 8-bit colours?

      Just make the image formated to 16-bit, but use a color pallet that has only 256 colors (that is, if you can program the pallet to use only 256 colors :)).

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      (This message has been edited by rambler (edited 07-05-2002).)

    • Quote

      Just make the image formated to 16-bit, but use a color pallet that has only 256 colors (that is, if you can program the pallet to use only 256 colors ).

      Well, I have a choice between GraphicConverter V2.2 and AdobePhotoshop 5.5. Does anyone know how to do what rambler suggested on either program?

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    • Quote

      Originally posted by unknown:
      **Well, I have a choice between GraphicConverter V2.2 and AdobePhotoshop 5.5. Does anyone know how to do what rambler suggested on either program?

      **

      In GraphicConverter, create your image as 8-bit and pick your pallette, and then when you're done working on it, pick Colors -> 16 bit from the Picture menu. That should be all you need to do.

      You should save 8-bit versions of all your work and only work from them, though. Don't directly edit the 16-bit images.

      My guess is that you'd want to use PICT, not PNG, for these images; PNG is lossy and compression might result in colors outside your pallette. Use PICTs and build without optimizing PICTS into PNG; your project will be bigger, but should compress better when zipped/stuffed.

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    • Quote

      In GraphicConverter, create your image as 8-bit and pick your pallette, and then when you're done working on it, pick Colors -> 16 bit from the Picture menu. That should be all you need to do.

      I did try that, but when I have a solid colour it would always turn into a "checker board" made of two slight shades of the origional colour after converting to 16-bit. I'm not sure it'd be that noticable, but it still bugs me. Is there a way to at least keep the solid colours solid?

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    • Quote

      Originally posted by unknown:
      **I did try that, but when I have a solid colour it would always turn into a "checker board" made of two slight shades of the origional colour after converting to 16-bit. I'm not sure it'd be that noticable, but it still bugs me. Is there a way to at least keep the solid colours solid?

      **

      Hm. Not sure why that's happening (is "dither" checked in the colors menu? try clearing it), but your other choice is to construct a custom pallette yourself with the colors you want from your 256-color range (or fewer if you want to look really old-school), and keep the rest of the colors blank/white. This is a little more advanced, but the GraphicConverter manual explains it in more detail, and I think it would give you the control you need.

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