The greyscale solution is fine when your the one doing all the work, and only want very basic sprites with large blocks of colour, but if you look at any professional sprite you will usualy see no more than 2 pixels of the same colour in any one place
This makes splitting the sprites up into multiple images VERY impractical indeed, you'd end up either handling a huge ammount of images, or pissing off your pixel artist by giving them the constraint of using large blocks of colour, and sticking to greyscale
I'm going to need a little help to get as far as being able to try anything with my solution.
I'm trying to load a pixmap from a png file using LoadPixmapPNG, but when I compile the code it tells me its expecting a type name
I've tried putting the variable I want it in before (Variable =) the command, and after the command (,Variable and :Variable), and I've tried having the variable within a Type Instance, but the only one that does anything different is putting the :Variable syntax which tells me it wants ")" instead of ":"
I'm baffled
This makes splitting the sprites up into multiple images VERY impractical indeed, you'd end up either handling a huge ammount of images, or pissing off your pixel artist by giving them the constraint of using large blocks of colour, and sticking to greyscale
I'm going to need a little help to get as far as being able to try anything with my solution.
I'm trying to load a pixmap from a png file using LoadPixmapPNG, but when I compile the code it tells me its expecting a type name
I've tried putting the variable I want it in before (Variable =) the command, and after the command (,Variable and :Variable), and I've tried having the variable within a Type Instance, but the only one that does anything different is putting the :Variable syntax which tells me it wants ")" instead of ":"
I'm baffled