16-bit Fighter
Active member
It's not a technical question, it's just about your personal tastes. How many alternate palettes at most a char should have?
I still remember when I asked you that question you and replied "make palletes to your heart content"Incidentally, since OpenBOR is a 32bit application and palettes use a signed integer index, there is a technical limit of exactly 2,147,483,647 palettes per model. Sorry to stifle your creativity like that.![]()
Right now, the helper entity uses 24 palettes and I had no issues with that yet.
O(1) operation for the engine to sift through. In other words, it's exactly the same CPU time during game play to pull up the two billionth palette as the first.3 to 6 is ok I think.
Then does it mean you dislike the number of palettes of some Rocket Viper's chars (Kim, Akuma and Maki have beteween 7 and 11 alternates one)? And can you appreciate more palettes than you wrote if there are smartpalettes for a char?players 5 enemies 10
Then does it mean you dislike the number of palettes of some Rocket Viper's chars (Kim, Akuma and Maki have beteween 7 and 11 alternates one)?
No, not really. as @DCurrent said. It's all about subjectivity. (Just no need to go in excess or trying to fill with absurd colors)Thanks guys, it's good to know your points of view! I guess there are more existing. So I'm still ready to read others. ^^
Then does it mean you dislike the number of palettes of some Rocket Viper's chars (Kim, Akuma and Maki have beteween 7 and 11 alternates one)? And can you appreciate more palettes than you wrote if there are smartpalettes for a char?
@16-bit FighterIt's not a technical question, it's just about your personal tastes. How many alternate palettes at most a char should have?
Let's assume that we talk about good palettes. But I agree the task is a subtile ballance between quality, relevant choices, reasonable spent time and without making too many. 50 palettes seem to me abviously a number oversized, by example. I think I could make a little more than 10 well thought alt palettes.I can't speak for others @16-bit Fighter, but it's not a matter of dislike just because there's more choices. That would be absurd. It's more a matter of diminishing returns. You spend time making 50 palettes for the playable characters, and maybe a few people like that, but most won't give a crap either way.
If you want to add a bunch because that's your thing, then do it. Very few people will care at all, and nobody is going to think less of you for it.
DC
It's very boring to scroll (even more if the palettes aren't good). It's why I don't want to make more than 20 ones.So, when this situation happens, as I said, I scroll through the palettes to find at least decent one that fits the character.
Yes, classic palettes are avoidable IMO.Any palette above it I consider a plus, some of them in SORX were added because they are cool or because they already exist in the classics.
I was right to ask again about smart pal. ^^As NED and DC said it's also subjective to the game you're making, In spiderman I gave him 12 costumes from a smart palette
The other option is to change the head but if one enemy is treated like that, I think the players would like the same treatment for all the enemies or almost (like in FF).Some type of enemies like cops, would look bad with palettes changing the uniform, so to add variation just change the hair color instead, or the skin color, or why not both. That immediately gives you at least 4 different palettes keeping the same uniform.
It's a good idea to avoid risky choices. ^^For me, I prefer to give main characters/heroes to have 5 alternate palettes, usually varying color from main red, main blue, main green and black n white.
I like it too!This allows you to use the same sprite but to have the impression of ending up with a totally different character, I like it![]()