--Tutorial Archive--


Untitled Document
Ensuring the colours blend correctly

I seriously hope that this page ensures that nobody makes a bad level palette again. The amount of times I've said to people that a palette doesn't blend right is getting insane. This is hard to put into context so just bear with me.

Ok, imagine you decided to make your level dark but left the colour 'white' (or any other light colour) the same. What would happen? It would look terrible. This is because the white clashes with the darker colours and looks completely incorrect. You would have a colour representing a bright light shining on objects in the level graphics, whilst the level is dark. This does not make sense and is so easily avoided by sticking to the shades of the original palette. This goes for any colour in any palette. Just change the colours but stick to the original shading and you're bound for much better results.

As an example, lets change every green shade in Emerald Hill to a blue shade, much like Tohaka, but a little different.. Get CPal open again and scroll down to palette '5: EHZ1/2 First Palette'. You'll see a large amount of green colours which we're going to edit. Now for every green colour, simply change every blue value to be equal to the green value. This will make a fairly light teal colour grass that retains the original shading. In this way, we can be assured it should look nice on the eyes. You should have three palette lines now that look like this:


Click to enlarge

Now save the changes and run. You will notice that the level has retained it's original shading and above all looks nice at the same time as different.

That's really all there is to it. Just make sure the colours look nice on the eyes, aren't conflicting and simply look plausable. Enjoy.

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