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Ok, here we go, palettes. It's quite a dirty word for everyone but it really isn't that hard at all. This tutorial will be pretty short only because there isn't much to it, the hardest part is drawing the image and NOT using antialias or lens flare. LENS FLARE!11!!1

Remember: do all of this BEFORE importing anything, and try and have all of your art done already.

Okey doke, so the first thing I'm going to do is draw a character, I'm going to use the alien from my Spriting from a Scanned Image tut to save me some time.

This little guy is 15 colours including the background colour. So I want those 15 colours to be imported exactly as I drew them. The easiest way I have found to do this is like so.

First, I have never understood the whole idea behind importing a palette into AGS. It never seems to work for me. So I came up with this little solution. Take the image of the alien and make him 256 colours, save him as a bmp or a pcx and then make him the background to a room. Like this:

Now, go to the palette editor and unlock all the colours, I leave one locked just so I can remember what the original colours are:

See those colours at the bottom? Those are the images of my alien. Now just lock all the colours but those:

There, now we have all the colours of my alien imported. Now what ever room he goes into he will look exactly as he should look and I got to retain all my original colour.

And now, just apply this technique to the rest of the game. Take all the images that you want to set up a palette with and put them in the same image. All your gui images and inventory images and character animations, everything that has new colours, then follow the steps above and BOOM, you set up a palette.

Other things to think about:

o - When colouring backgrounds and characters and all that. 256 colours is a lot of colours it just takes some finesse to get the most out of them. Anti-Aliasing will boost the amount of colours you used by insane degrees. So just don't use them. In my opinion they only make things harder, like colouring especially.

How many times have we seen someone try colouring an object that they drew with anti-aliased lines and it ended up something like this:

Also, that image right there is 192 colours... That's just crazy.

If I do it right I end up with this:

Which is over 256 colours... Not a smart decision to use this in a game.

Granted there are tricks you can do to optimize, like getting rid of the AA between the outline and the background and then reducing the colours to 8, and this is what I got:

o - When drawing backgrounds especially, if you have photoshop or psp or some program that allows for multiple images to be open at once, open them all up when doing a new background, or keep a smaller image with all the colours you have used so far. This helps to keep the colour count down because you won't accidentally use a slightly different purple or something. Or just make a new palette if you want to in PSP or PS.

I've made this collection of colours:

It's from a game I'm working on, it's all the colours that appear in every background and character and object in the game, 77 colours so far, including the background. I used this as a reference for colour choosing. Later, when I'm done colouring everything, I can just use this image as my palette by following the steps above.

o - Always draw with the knowledge that you are making a 256 palettized game. Don't draw it in 16 bit and then reduce the colours. It could end up looking fine but chances are it's not always going to work out for you like that.
o - Like I said before, 256 colours is a lot of colours. I think the most colours I've ever had in a background were 114. That means that I have 142 unique colours I can use for my characters, objects, or guis.

o - Never ever ever ever use lens flare. Never. And never use the plug-ins that "simulate" lighting.

If there are any more questions, please feel free to ask me. Palettes aren't that hard once you get the hang of them. You just have to think a little bit more about what you are doing. So I hoped this helps.

eric

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