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   November 17, 2018
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[00:13:49] *** bnvap4 <bnvap4!bnvap4@gateway/vpn/privateinternetaccess/bnvap4> has joined #libgdx
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[02:08:05] <bigbeargames> LiquidNitrogen hows the game coming
[02:59:12] <TEttinger> yah
[03:03:06] <bigbeargames> hey TEttinger
[03:03:12] <bigbeargames> hows your game coming?
[03:03:34] <bigbeargames> SOMEONE tell me how your game is coming along will ya
[03:05:04] <TEttinger> hehe
[03:05:18] <TEttinger> I'm tearing my hair out with this voxel rotation thing
[03:05:29] <TEttinger> it isn't even for my game
[03:09:20] <bigbeargames> ive been having a nice relaxing time off from heavy coding
[03:10:59] <bigbeargames> been paletting the entire LPC sprite collection to 10 color palettes. getting a lot of interchangability and TONS of variety
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[03:11:16] <bigbeargames> while also shrinking the set such that i can fit it on my atlases
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[03:18:56] <LiquidNitrogen> been playing with doom-style geometry maps
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[03:34:43] <TEttinger> 10 color eh?
[03:35:08] <TEttinger> this is 8 https://66.media.tumblr.com/c24be639c29c816a127f53c0c00f2f0c/tumblr_inline_phixdv8I0Y1w169t0_500.png
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[03:36:24] <LiquidNitrogen> https://www.youtube.com/watch?v=bOuON9zJzTI
[03:54:50] <bigbeargames> TEttinger: not 10 colors total for the entire collection
[03:55:11] <bigbeargames> each individual asset has up to 10 colors
[03:55:36] <TEttinger> that's plenty :)
[03:58:42] <bigbeargames> photoshop's indexed mode helped immensely
[03:59:58] <bigbeargames> local (adaptive) and local (selective) speicfically
[04:02:43] <TEttinger> I wrote palette reduction and dithering code for various uses, and it is hard to get things looking good all the time
[04:02:59] <TEttinger> I wound up using a semi-random dither
[04:03:42] <bigbeargames> lucky for me the LPC style is on the lower end of detail
[04:04:22] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib/src/main/java/squidpony/squidgrid/gui/gdx/PaletteReducer.java#L702-L842
[04:07:08] <bigbeargames> thanks ill give it a try
[04:09:03] <bigbeargames> now i can do all kinds of cool things. i have a palette of metals, leathers, various colors. most assets work with about half of the palettes
[04:12:12] <TEttinger> here's a reduction to gameboy 4-color mode https://i.imgur.com/gx0ccwP.gifv
[04:20:31] <bigbeargames> i love it
[04:20:47] <bigbeargames> https://media.discordapp.net/attachments/479246875774681091/508809744010575894/unknown.png?width=379&height=456
[04:20:52] <bigbeargames> thats a palette swapped version of
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[04:21:56] <bigbeargames> https://imgur.com/a/8xpVjfg
[04:22:30] <bigbeargames> its split into 2 assets. so i pick from like 20 metal 10-color palettes for the base, and i think i chose a metal for the red thing
[04:22:42] <bigbeargames> but could also use one of many purples, greens, or blues, etc
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[04:47:42] <TEttinger> oh neat
[04:48:01] <TEttinger> that does look fitting even though it's using flesh tones for metal
[04:51:46] <bigbeargames> the brown one?
[04:51:56] <bigbeargames> yeah its an alternative bronze palette
[04:52:34] <bigbeargames> i guess it does look more suitable for skin
[04:53:13] <bigbeargames> https://media.discordapp.net/attachments/479246875774681091/508807172713611275/unknown.png?width=384&height=457 vs https://media.discordapp.net/attachments/479246875774681091/508807793474797569/unknown.png?width=379&height=457
[04:53:56] <bigbeargames> the assets themselves use #000000 #010000 #020000 etc
[04:54:00] <bigbeargames> up to 9
[04:54:13] <bigbeargames> and the shader uses the pixels R value to point to the appropriate column on a color table
[04:55:02] <bigbeargames> i plan to use the G and B value to store information about surface characteristics like depth and reflectiveness
[04:55:10] <bigbeargames> for some cool lighting effects
[04:58:25] <TEttinger> oh cool
[04:58:42] <TEttinger> yeah I use a 256-color palette because I'm lazy
[04:59:56] <TEttinger> each row here is a palette with a different army paint color or skin/hair color. https://github.com/tommyettinger/ColorGuard/blob/master/assets/palettes.png
[05:00:13] <TEttinger> 8 army colors, a lotta skin/hair colors
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[05:46:37] <bigbeargames> i originally considered a 256
[05:46:43] <bigbeargames> but the assets already use more than that
[05:46:51] <bigbeargames> and i want to preserve the original colors
[05:58:57] <bigbeargames> started checking out squidlib btw
[05:59:03] <bigbeargames> diggin it
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[07:10:15] <TEttinger> thx
[07:14:22] <TEttinger> I'm still trying to figure out a use for this swap-or-not shuffle... I think I have a fairly good implementation of a subset of the algo that takes an int from 0 to n and will return a probably-different int in the same range, and the input-output mapping is a bijection (one-to-one both ways)
[07:15:05] <TEttinger> the clear use is in the name, shuffling, particularly for when the sequence you want to shuffle won't fit in memory
[07:19:24] <TEttinger> oh yeah, bigbeargames: if you want a nice 256-color palette that's very versatile, I'm becoming a fan of DawnBringer Aurora, and I sometimes use it for automated conversions
[07:19:50] <TEttinger> I don't know what formats photoshop can read
[07:32:28] <TEttinger> eh. here it is if you ever want to see, it's a 256-pixel image with one pixel in each color. https://www.dropbox.com/s/pirglbqgg99qzx0/DB_Aurora.png?dl=0
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   November 17, 2018
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