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 ) 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!!!