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1  Java Game APIs & Engines / Java 2D / palette decisions for screen visibilty __ ? 2) maximum jpane layers?? on: 2006-07-27 20:44:53
Hi 2D JAVA,

I'm working on a MUD  game and need some general do's and dont's.  I'm making interior and exterior scenery, I start in 3dMAX
and render out rgb files, in photoshop. I can get these files down to like 600 bytes with 16 indexed colors. I'm still kind of in the dark
as far as palettes per png file and a master palette spanning all the png files. The game is at an early stage, so we haven't really nailed down
the graphic budget... well graphic anything, I can play the game in net beans with programmer "art" yuck ...( He's probably reading this )   Tongue The game is great though!

  • I noticed some games use a pretty narrow gradient range. Is there a good indexed palette to start with? or some  tones and saturations to aim for when creating a palette?     
  • Pane1 layers  This game will be a top down (non-isometric) game. we don't need any parallax clouds, so the layers  should be tiled scenery/ objects/ character animation/Spfx/ stats ...... Now say I had a layer that would greatly enhance the scenery, I have no idea how much extra layers bog down memory, but let's just say for arguement sake this layer contains a very low amount of graphic data but does something awesome that you can't do on one single layer.  I know a lot depends on the actual target mobile technology, but  I was just considering the practical/realistic route       
  • Thanks!!!
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

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