They're all excellent tracks in this collection! IPPS! is a puzzler of sorts, and I found 01 and 02 had just the right mix of a slow tempo but still plenty of tension. They're sort of mellow without being entirely relaxing. I found them a great way to compliment the game's slower pace while still keeping the player on their toes.
Just layered both sounds together and lopped a little off the front. Would share the result but OGA won't let me post a WAV in the comments and it's really not worth it's own submission.
Still worked great for what I needed, just adding a little 'punch' to my title screen.
thanks for sharing!
Saturday, July 29, 2017 - 13:06
whoops, realized I had forgetten to give a proper credit for Dan Ryder's 2D Cloud asset!
Fixed that and posted a v1.01 this morning. While I was at it I cleaned out a bunch of unused textures from the file and re-compressed the audio for the music tracks slightly speeding load time and taking the installer down from 70mb to 22mb.
I hope those changes are kosher with the rules. If not, I can repost the v1.0 installer, I'll just be bummed that the credit is missing. :(
Saturday, July 29, 2017 - 08:49
If I count right there's 18 entries, what a great showing!
Looks like alot of great stuff too! Definitely a great and wide showing of OGA art assets in there.
Thanks to chasersgaming for making this happen!!
Friday, July 28, 2017 - 16:34
Wow! 2 hours left but I got it in. Learn alot about yourself in these jams!
Time for some cucumber lime water....
Thursday, July 27, 2017 - 08:05
ut oh, really cutting it close over here, is the deadline start of the day on the 28th or the end of the day?
I guess an exact UTC time would help, although being flexible would also help!
Still pretty sure I can make it, core idea is the gamification of my PixelPaletteTool, so about 90% of the code was already done. Of course, PixelPaletteTool was all written this month, so I hope it's still fair play to borrow some of it's code for the competition.
Got a title screen and core gameplay done though, just need to give the presentation some love.
I know! I am trying to be careful not to over do it as it's just meant to be a quick little tool and I do still have a game to make. So far, I think it's going ok, but please stop me if I start adding any drawing or image editing features!
> Message me an e-mail address
Done! I actually have a small idea for a script I've been meaing to write as Script-Fu for a long time. Think I'll use this as an excuse to learn some LUA and do it as a Grafx plugin instead. The concept is something that automagically colors the invsibile (alpha=0) pixels around a sprite by sampling the nearby visible pixels. Editors tend to leave junk or black in invisible areas, this can bleed into the sprite itself if you apply any filtered scaling/rotation to it. Filling invisible pixels instead with color sampled from the near by visible pixels minimizes the impact of this 'bleeding' and yields pretty nice results (at least with standard bilinear texture filtering). I actually have a stand along program I've written that does this, along with re-gridding sprites. Just some code I wrote a few years back, but when I saw your scripts can do re-gridding (changing from say 16x16 to 18x18 grid) I thought 'this is a better place to do that alpha coloring thing...'
@Sharm: Glad you like the program!
> It would be a little easier to use if I could rearrange or load the palette for the beginning image
I think I hit both of these in the new update, let me know if it works/helps/make sense.
> the more gui you can make things the better for me
Ok. I think my approach will be: command line batch commands plus a GUI front end for them. Hopefully that will work out to be the best of both worlds :)
@all: Squeezed a little development time in this weekend, and so...
preserve palette order when loading indexed format images (display palette as indexed in image file)
Some notes:
you can pan about with the sliders, or by holding space and moving this mouse (Gimp style).
you can select a color by clicking on either the original or remapped images. In either case you get the color from the original image. In other words, if you have remapped black to white, clicking white on the remapped image will select black. That might seeem counter-intuitive but after using it a bit I found this to be the best approach. Think of it as selecting what mapping you want to adjust not really the color. If it helps, think about how it should work in the indexed image case, you'd want to select by index not color.
you can re-arrange the palette swatches however you like. You'll lose the order if you reload the image or load a new image (even one with the same palette). BUT the order is saved in the project file, so if you get an order you like, you can keep it that way (or for the swap palette by saving it). Also the order for the source image palette and new palette are held separately, so reloading one won't affect the other.
Will work on the ability to keep a custom order when loading a new image, as with 'toggle to load palette with image' it's mostly a matter of how to present it in the GUI.
Note that clicking on a swatch in the 'Palette' area always sets the map for the currently selected color. This is true even if you are clicking to drag the swatches around. To keep this from being a problem, I've made it so that if you click on any empty space it will clear the current color selection (so no color is selected.) Technically, this does penalize errant clicks a bit, want to use for a bit to see if that's a big problem, didn't seem to be in testing.
When viewing multiple mappings, zoom is a bit funny. It truncates the view rather than shrinking it. Makes optimal use of the space but not quite the behavior I'd expect. Working on it...
The debug text showing RGBA for the current color and map is still there, don't worry it will go away (or be made to look nice) someday!
Well, that's all for this update. Think I largely maanged to stick to my original priority order. Here's the todo list in the current order I'm thinking of tackling it:
toggle to load palette with image
toggle to keep custom palette order when loading new image with same palette
palette modify/add/edit
palette ramp mapping tools
index palette support (edit/map by index instead of color)
region specific mapping
command line batch processing
GUI frontend for batch processing
Attaching a screengrab that shows pan/zoom and dragging to rearrange palette in action.
I used one of the clicks for a 'pixel select' sound in my game 'Instant Pixel Palette Scramble!' for the OGA Summer 2017 Game Jam.
https://itch.io/jam/opengame-art-game-jam
One of many great sets you've contributed over the years Kenny! Thanks so much for sharing!
I used this for a 'menu sliding on' sound in my game 'Instant Pixel Palette Scramble!' for the OGA Summer 2017 Game Jam.
https://itch.io/jam/opengame-art-game-jam
Thanks much for sharing! It's a great set!
Hi! Just wanted to let you know I used 01 and 02 in my game 'Instant Pixel Palette Scramble!' for the OGA Summer 2017 Game Jam.
https://itch.io/jam/opengame-art-game-jam
They're all excellent tracks in this collection! IPPS! is a puzzler of sorts, and I found 01 and 02 had just the right mix of a slow tempo but still plenty of tension. They're sort of mellow without being entirely relaxing. I found them a great way to compliment the game's slower pace while still keeping the player on their toes.
Thanks much for sharing!
Hi! Just wanted to let you know I used a combination of hit 9 and 10 in my game 'Instant Pixel Palette Scramble!' for the OGA Summer 2017 Game Jam.
https://itch.io/jam/opengame-art-game-jam
Just layered both sounds together and lopped a little off the front. Would share the result but OGA won't let me post a WAV in the comments and it's really not worth it's own submission.
Still worked great for what I needed, just adding a little 'punch' to my title screen.
thanks for sharing!
whoops, realized I had forgetten to give a proper credit for Dan Ryder's 2D Cloud asset!
Fixed that and posted a v1.01 this morning. While I was at it I cleaned out a bunch of unused textures from the file and re-compressed the audio for the music tracks slightly speeding load time and taking the installer down from 70mb to 22mb.
I hope those changes are kosher with the rules. If not, I can repost the v1.0 installer, I'll just be bummed that the credit is missing. :(
If I count right there's 18 entries, what a great showing!
Looks like alot of great stuff too! Definitely a great and wide showing of OGA art assets in there.
Thanks to chasersgaming for making this happen!!
Wow! 2 hours left but I got it in. Learn alot about yourself in these jams!
Time for some cucumber lime water....
ut oh, really cutting it close over here, is the deadline start of the day on the 28th or the end of the day?
I guess an exact UTC time would help, although being flexible would also help!
Still pretty sure I can make it, core idea is the gamification of my PixelPaletteTool, so about 90% of the code was already done. Of course, PixelPaletteTool was all written this month, so I hope it's still fair play to borrow some of it's code for the competition.
Got a title screen and core gameplay done though, just need to give the presentation some love.
Plus add sound, and music and more art...
Ut-Oh, down to the wire!
I thought I was going to have to sit this one out on account of spending all my spare time working up my new PixelPaletteTool (https://opengameart.org/forumtopic/tool-for-palette-swappingchanging).
But all of a sudden that projoect has given me a major inspiration for a game that would be perfect for this jam!
Looks like it's time to break out the midnight oil!
that would be cucumber and lime water for me since I can't even handle the decaf coffee anymore. ;)
@Dawnbringer:
> Your program is getting ambitious! :D
I know! I am trying to be careful not to over do it as it's just meant to be a quick little tool and I do still have a game to make. So far, I think it's going ok, but please stop me if I start adding any drawing or image editing features!
> Message me an e-mail address
Done! I actually have a small idea for a script I've been meaing to write as Script-Fu for a long time. Think I'll use this as an excuse to learn some LUA and do it as a Grafx plugin instead. The concept is something that automagically colors the invsibile (alpha=0) pixels around a sprite by sampling the nearby visible pixels. Editors tend to leave junk or black in invisible areas, this can bleed into the sprite itself if you apply any filtered scaling/rotation to it. Filling invisible pixels instead with color sampled from the near by visible pixels minimizes the impact of this 'bleeding' and yields pretty nice results (at least with standard bilinear texture filtering). I actually have a stand along program I've written that does this, along with re-gridding sprites. Just some code I wrote a few years back, but when I saw your scripts can do re-gridding (changing from say 16x16 to 18x18 grid) I thought 'this is a better place to do that alpha coloring thing...'
@Sharm: Glad you like the program!
> It would be a little easier to use if I could rearrange or load the palette for the beginning image
I think I hit both of these in the new update, let me know if it works/helps/make sense.
> the more gui you can make things the better for me
Ok. I think my approach will be: command line batch commands plus a GUI front end for them. Hopefully that will work out to be the best of both worlds :)
@all: Squeezed a little development time in this weekend, and so...
PixelPaletteTool Version 1.2 available at:
http://withthelove.com/ppt/
Adds support for:
select color from preview
zoom/pan in preview
load/save project
rearrange colors in palette
save palette as image
preserve palette order when loading indexed format images (display palette as indexed in image file)
Some notes:
you can pan about with the sliders, or by holding space and moving this mouse (Gimp style).
you can select a color by clicking on either the original or remapped images. In either case you get the color from the original image. In other words, if you have remapped black to white, clicking white on the remapped image will select black. That might seeem counter-intuitive but after using it a bit I found this to be the best approach. Think of it as selecting what mapping you want to adjust not really the color. If it helps, think about how it should work in the indexed image case, you'd want to select by index not color.
you can re-arrange the palette swatches however you like. You'll lose the order if you reload the image or load a new image (even one with the same palette). BUT the order is saved in the project file, so if you get an order you like, you can keep it that way (or for the swap palette by saving it). Also the order for the source image palette and new palette are held separately, so reloading one won't affect the other.
Will work on the ability to keep a custom order when loading a new image, as with 'toggle to load palette with image' it's mostly a matter of how to present it in the GUI.
Note that clicking on a swatch in the 'Palette' area always sets the map for the currently selected color. This is true even if you are clicking to drag the swatches around. To keep this from being a problem, I've made it so that if you click on any empty space it will clear the current color selection (so no color is selected.) Technically, this does penalize errant clicks a bit, want to use for a bit to see if that's a big problem, didn't seem to be in testing.
When viewing multiple mappings, zoom is a bit funny. It truncates the view rather than shrinking it. Makes optimal use of the space but not quite the behavior I'd expect. Working on it...
The debug text showing RGBA for the current color and map is still there, don't worry it will go away (or be made to look nice) someday!
Well, that's all for this update. Think I largely maanged to stick to my original priority order. Here's the todo list in the current order I'm thinking of tackling it:
toggle to load palette with image
toggle to keep custom palette order when loading new image with same palette
palette modify/add/edit
palette ramp mapping tools
index palette support (edit/map by index instead of color)
region specific mapping
command line batch processing
GUI frontend for batch processing
Attaching a screengrab that shows pan/zoom and dragging to rearrange palette in action.
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