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Author Topic: Weapon color limitation violations  (Read 9900 times)

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April 02, 2017, 06:51:48 PM
Reply #15

Offline JaxOf7

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Re: Weapon color limitation violations
« Reply #15 on: April 02, 2017, 06:51:48 PM »
Made a file showing my proposals in action.
http://allfearthesentinel.net/download?file=colorlimitationfix3.pk3

I don't have much more to say, the beauty of pixel art is working within limitation.
There are 95 weapons.
5 of them break the very simple rule I laid out.
12 just icons. Some of them you can't even see a difference.

April 02, 2017, 07:50:52 PM
Reply #16

Offline Korby

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Re: Weapon color limitation violations
« Reply #16 on: April 02, 2017, 07:50:52 PM »
I proposed changing various graphics to account for limitations during v5 development.
It was shot down by Mike then and when you suggested it earlier.

It's safe to say we won't be doing this.

May 24, 2017, 11:13:46 PM
Reply #17

Offline JaxOf7

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Re: Weapon color limitation violations
« Reply #17 on: May 24, 2017, 11:13:46 PM »
v5b post
Dust Crusher got a new icon that still violates limitation.
Ice Wall got a voxel. Still too many blues.
Sakugarne got rocks, but I'm placing that in the same type of priority as Super Arm.
I edited by flame sword icon, using white instead of peach.

Updated first post with link to JMod cosmetics.

edit: realized Remote Mine icon uses an off white for shine. Not here to police exact white/peach consistency, but this is too noticeable. Too lazy to update thread further though.