I have a bunch of colored blocks in Tilemap Town's default tilesets that are supposed to be used like the wool and concrete in Minecraft (like for pixel art). But the set I have feels like it's missing some useful colors?

tilemap%20town%20extra

I started with the four in the bottom left, which used the DB32 palette, and added thirteen later on. I don't actually remember how I generated those colors and I don't think they're in any palette files I have, which is a problem for adding more. I interpolated a violet and a pink out of the other ones here and I'm thinking of adding them in.

But now I wonder if I should just add some sort of generic block tinting feature as a general solution here, in case I want to add a lot more colors after this. That might not be too difficult to implement, even on machines like the 3DS, and servers could decide to do a fallback if a client doesn't say it supports tinting.

I could go through a palette that tries to cover a bunch of range with color that fit together, like aap-64 or endesga-64 or RollerCoaster Tycoon's color picker, and make tiles for all the colors, but the client's UI really isn't set up for the idea of having hundreds of tiles (and for the sake of supporting low end devices you really don't want huge tilesets), and there'd probably be important missing hues in there. Like AAP-64 doesn't have a violet.

So tinting probably is the best thing I can do here. And that would give me the opportunity to reasonably have a lot of different monochrome blocks you could have in whatever colors you like, instead of having to cut it down to just this wall and floor so it doesn't multiply to a number that's way too big. I guess the ability to use arbitrary colors takes away from the challenge of making something interesting with a limited set, but the limited set in the game would also be there.

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