These are the only two in Wire Forest East, and frankly they're both pretty pathetic. Location: Amaterasu East - Wire Forest East, Divermon's Lake, Wind PrairieĢ FIRE, 2 WATER, 2 ICE, 1 WIND, 3 THUNDER, 2 MACHINE, 3 DARK Location: Amaterasu East - Wire Forest East, Wind Prarieġ FIRE, 3 WATER, 2 ICE, 3 WIND, 2 THUNDER, 1 MACHINE, 2 DARK Well, we're in a new area, so strap in because we've got a lot of new enemies. Because why create a new map when you can just recolor the old ones, right? At least it makes sense because it's just another server? But I will be angry if we're forced to do everything over again. Qing Long is this server's Seiryu where Asuka Server uses the Japanese names for the Four Symbols as their town names, Amaterasu Server is gonna be using the Chinese names. Maybe some of the pigs are smarter than the rest. Well, now we know they won't have anything useful to say. Or is this a permanent server setting? Because that would be lame.Īlso 90% of the NPCs are now Oinkmon. Hm, I guess he's just that efficient? You hear stories of people reaching level 80 in a week in World of Warcraft. Oh, so it's nighttime in the Real World or something? So we've been officially at this game.for one day? In one day, Kite was able to beat 3/4 of the Server Leaders. It's exactly the same as Asuka Server only someone put the colors to Night mode. So, hey, folks, you ready for the hit new sensation that is Amaterasu Server? I hope you like this song, because that's all you're gonna be hearing for the entire update. I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime.Part 16: Palette Swap Update 16: Palette Swap For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same.Īll of my textures are 32-bit and do not use palettes. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied.Use a shader and write some GLSL to perform the "palette swapping" behavior.There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. Vec2 index = vec2(color.r + paletteIndex, 0) I worry that duplicating textures just to change a color in them is wasting VRAM - should I not worry about that?Įdit: I ended up using the accepted answer's technique and here is my shader for reference. Vec4 indexedColor = texture2D(colorTable, index) īoth textures are 32-bit, one texture is used as lookup table containing several palettes which are all the same size (in my case 6 colors). I use the source pixel's red channel as an index to the color table.
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