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Can Coldstone use images made with 8-bit colours? I've read some of the postings and I've come under the impression that Coldstone can only use 16-bit graphics. I wanted to make a really retro looking old NES style game, but I think the extra colours 16-bit uses will make my game look less authentic (and really shows my rudementary drawing skills ). Any ideas?
P.S. I've read that if I want an object with white parts I would use .png. Wouldn't that make the whole image translucent, since that's what I thought .png was for (I want a solid object!)
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(This message has been edited by unknown (edited 07-06-2002).)
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Originally posted by unknown: Can Coldstone use images made with 8-bit colours?
Mr. Unknown,
Not that I've found, no. If anyone knows of a way to utilize 8-bit I'd love to hear it(just so I know, heh).
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Originally posted by unknown Can Coldstone use images made with 8-bit colours?
Just make the image formated to 16-bit, but use a color pallet that has only 256 colors (that is, if you can program the pallet to use only 256 colors :)).
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(This message has been edited by rambler (edited 07-05-2002).)
Just make the image formated to 16-bit, but use a color pallet that has only 256 colors (that is, if you can program the pallet to use only 256 colors ).
Well, I have a choice between GraphicConverter V2.2 and AdobePhotoshop 5.5. Does anyone know how to do what rambler suggested on either program?
Originally posted by unknown: **Well, I have a choice between GraphicConverter V2.2 and AdobePhotoshop 5.5. Does anyone know how to do what rambler suggested on either program?
**
In GraphicConverter, create your image as 8-bit and pick your pallette, and then when you're done working on it, pick Colors -> 16 bit from the Picture menu. That should be all you need to do.
You should save 8-bit versions of all your work and only work from them, though. Don't directly edit the 16-bit images.
My guess is that you'd want to use PICT, not PNG, for these images; PNG is lossy and compression might result in colors outside your pallette. Use PICTs and build without optimizing PICTS into PNG; your project will be bigger, but should compress better when zipped/stuffed.
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I did try that, but when I have a solid colour it would always turn into a "checker board" made of two slight shades of the origional colour after converting to 16-bit. I'm not sure it'd be that noticable, but it still bugs me. Is there a way to at least keep the solid colours solid?
Originally posted by unknown: **I did try that, but when I have a solid colour it would always turn into a "checker board" made of two slight shades of the origional colour after converting to 16-bit. I'm not sure it'd be that noticable, but it still bugs me. Is there a way to at least keep the solid colours solid?
Hm. Not sure why that's happening (is "dither" checked in the colors menu? try clearing it), but your other choice is to construct a custom pallette yourself with the colors you want from your 256-color range (or fewer if you want to look really old-school), and keep the rest of the colors blank/white. This is a little more advanced, but the GraphicConverter manual explains it in more detail, and I think it would give you the control you need.