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  palette decisions for screen visibilty __ ? 2) maximum jpane layers??  (Read 1220 times)
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Offline gorfulator

Innocent Bystander

« Posted 2006-07-27 18:44:53 »


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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