I tried using gamma, and there are a few relevent advantages such as gradually fading between day and night...red skylight reflections, slight yellow buzz in spring, white mist in blizzard conditions etc.
But as you say the one majour disadvantage there can overweigh all of that...so it depends how complex the hud is. If its something with eg: just a dial and a health bar, then gamma can fade to normal during pause menus...and using brightened images for those periods on the hud would be ok.
or..(as you know)..a second darker version of all in game images and tiles could exist, or be created during program.
In the Zelda Oracle of Seasons GameBoy game, they had four of every tile, one for each season. Having two of every tile for day and night cant be that bad.
With blitz its too slow to do any pixel editing in realtime (its slow to a degree any method), so as far as i know, there are no alternatives to wehat youve already mentioned.
...hmph.....
But as you say the one majour disadvantage there can overweigh all of that...so it depends how complex the hud is. If its something with eg: just a dial and a health bar, then gamma can fade to normal during pause menus...and using brightened images for those periods on the hud would be ok.
or..(as you know)..a second darker version of all in game images and tiles could exist, or be created during program.
In the Zelda Oracle of Seasons GameBoy game, they had four of every tile, one for each season. Having two of every tile for day and night cant be that bad.
With blitz its too slow to do any pixel editing in realtime (its slow to a degree any method), so as far as i know, there are no alternatives to wehat youve already mentioned.
...hmph.....