Name | Author | Game Mode | Rating | |||||
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Planet Esion | happygreenfrog | Tileset | N/A | ![]() |
While I'm here... how about a tip for anybody else wanting to make a 32-bit tileset? You need to have a palette still in your mask image, but there's a fairly simple way to get that going without making your mask in a different program from the one you'd normally want to make your tileset in. So, first order of business, you mask image. Make it in whatever software you like. Your mask image can use any two colors while you're making it. Just make sure neither of those is transparency, and make sure it's *only* two colors. You'll be changing them to the correct colors the game is expecting later when you add the proper palette. So, once your mask is done... GraphicsGale, a free program, can import the sample tileset from JCS to get a workable palette loaded into it. From there, it's possible to move your mask from your initial image over to that sample tileset image, then export the result as a new image. That probably doesn't make much sense on its own, so here's a proper explanation: To start out the process of adding the palette, load the sample tileset from JCS into GraphicsGale. (If you don't have that, hop on over to JCS's manual. I forget exactly how you export it from that, but it does have it, rather importantly.) The mask image should then be loaded into GraphicsGale as a separate image from the JCS template. Resize the JCS template to the size of your mask image. Change the colors from the mask image to match the JCS template by changing the colors in the palette itself, rather than, say, adding new colors to the palette and manually drawing over them all to use the new ones. After that, press "copy" while the mask image is the window you have highlighted in the editor, then paste it into the now-resized JCS template. Make sure that in the resulting image, palette index 000 is used for the parts you don't want to be collision, and index 001 is the part used for collisions. Far as I can tell, this is necessary for the compilation to work as intended. At this point, export the image as a bmp. This way, you can use any software you want for the entire rest of the tileset drawing process.
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