Replies: 3 comments
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I would personally try to avoid locking a user with a specific color mode when he's first creating a new image project - like Aseprite or Graphics Gale does. My take on this would be to add three new features to the current palette panel:
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I definitely agree that opt-in/enabling/disabling is the way to go. When i mentioned this in one of the reddit posts that was also my sentiment. I'm coincidentally starting to learn Godot and GDscript for game creation reasons. I haven't done much coding outside of some python in blender, and appscript in google sheet. Already it's feeling very fun and easy to learn, so if this isn't implemented in a few months I may fork and study the code to see if I can try my hand. |
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Currently following some pixel art class and one piece of advice is "experiment and try to change color palette regularly" which would be much easier with this feature. To be honest, even on Aseprite where it's possible to do, it requires an extra step (generate color palette from Sprite - otherwise switching to Indexed color when using a different palette will mess up all the existing colors), and I often just use the Eraser tool + right-click to replace primary color with secondary color. To replace colors in a big area, I just set the brush size to something very big. But in Pixelorama, right-click is the same as left-click just using right tool so this doesn't seem to work. So for now I'll have to resort to Aseprite for color replacement, whether local or global. |
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Feature request for canvas pallette adjustments so if you're working on something and you want to make different versions of it with different pallettes.
In the program aseprite it's implemented as an index color mode, but it could be implemented other ways possibly. See https://www.aseprite.org/docs/color-mode/?fbclid=IwAR3gex0l5wqaEh7QOEz-czv3681B7k6TRGDIsVRAWFMz7lsMvK9Y196zgIU#indexed
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