A question about how we color custom foods, and an idea.
Posted: Wed Apr 26, 2017 7:02 am
When you put a food item into a custom burger, a new layer appears in the burger, and the color of the layer reflects the food used.
How is this color generated? Is it an average of the colors used in the food's sprite? Is the color assigned to each food within the code, like with reagent colors?
I have a few ideas about making animated sprites without the effort of animating every single clothing item. (I swear I'll finish the animations one day!)
The idea is, simply, to have a few 'template' clothings to put on top of the animated human, and color them based on what the player is wearing.
This means that if custom foods are colored by averaging the color of the foods used in them, can't we use the same code with clothing?
i.e. A player wearing a captain's hardsuit begins a walking animation. The animation chosen is a generic 'armored' sprite, a placeholder until a proper animated sprite for the captain's hardsuit is added.
The generic armored walking animation is then colored with an average of all the colors on the captain's suit, which comes out as the captain's recognizable signature blue.
Ofc, talk about animations fits better in Spriting&Mapping, but I'm here to ask about that color code before I go further into animating.
How is this color generated? Is it an average of the colors used in the food's sprite? Is the color assigned to each food within the code, like with reagent colors?
I have a few ideas about making animated sprites without the effort of animating every single clothing item. (I swear I'll finish the animations one day!)
The idea is, simply, to have a few 'template' clothings to put on top of the animated human, and color them based on what the player is wearing.
This means that if custom foods are colored by averaging the color of the foods used in them, can't we use the same code with clothing?
i.e. A player wearing a captain's hardsuit begins a walking animation. The animation chosen is a generic 'armored' sprite, a placeholder until a proper animated sprite for the captain's hardsuit is added.
The generic armored walking animation is then colored with an average of all the colors on the captain's suit, which comes out as the captain's recognizable signature blue.
Ofc, talk about animations fits better in Spriting&Mapping, but I'm here to ask about that color code before I go further into animating.