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System Colors


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#1 Mero

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Posted 07 April 2014 - 10:33 PM

Are the System Colors in the subscreen editor the same across Operating Systems?

 

I have these as my 16 system colors including transparent

black, blue, green, cyan, red, purple, brown, light grey, dark grey, lt. blue, lt green, lt cyan, lt red, magenta, yellow, and white.



#2 anikom15

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Posted 07 April 2014 - 10:56 PM

Yes.

#3 Saffith

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Posted 07 April 2014 - 11:06 PM

If I'm not mistaken (and I might well be), they're defined by RGB values. Since ZC uses 8-bit color, it picks the closest match in the current palette, so the colors will vary slightly depending on the tileset and what's happening in the game.

#4 Timelord

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Posted 08 April 2014 - 04:25 AM

Saffith, weren't you the one that told me that System Colours also change based on the CSet?

I marked in my notes never to use them, because some of the values default to black, when creatures that use certain CSets appear on the screen.

To my knowledge, none of the 'System Colours' are globally consistent, and thus, safe to use.

From the OP, I take it that there is a way to make the System Colour swatches identical, across every CSet?

Edited by ZoriaRPG, 08 April 2014 - 04:26 AM.


#5 Saffith

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Posted 08 April 2014 - 09:25 AM

Different thing. CSets 12-15 are reserved by the system and can change arbitrarily. The colors labeled as "Sys. Color" in the subscreen editor are safe to use, but they don't correspond to any specific palette entry.

#6 Timelord

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Posted 08 April 2014 - 10:31 AM

Different thing. CSets 12-15 are reserved by the system and can change arbitrarily. The colors labeled as "Sys. Color" in the subscreen editor are safe to use, but they don't correspond to any specific palette entry.


Then I may encountered a bug. I'd have to go back and look at very old versions of TGC to be certain, but I recall using swatches from 'System Colours' on my passive subscreen, that always changed to black, if an enemy off a specific list was on a screen. I recall that all BS enemy types did this, and a few other enemy types, including the Gleeok.

I was using system colours for counter text, in that case, and believe it was in the green, cyan, and magenta shades that this happened. I changed to other colours (other than 'System Colours') and never again encountered the problem.

If you would like, I can find a version of the game that had this problem, and send it to you.

#7 Saffith

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Posted 08 April 2014 - 10:34 AM

Yeah, I was afraid it would do that. It must not be updating after palette changes. I'll fix that if I can.

#8 Timelord

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Posted 08 April 2014 - 10:43 AM

Ah, no worries then. If you know the cause, you probably don;t need the file. It isn't a huge bug, but some people may be confused by it.

because I was scripting the counters, at first I had thought that it was a script problem (global refresh/update), but it turned out to be the colours. It would be nice to use them, but it's not the highest priority problem to fix, IMO.

You may want to note it in a buglist though, so that if anyone else has that problem, they will know why; until you fix it, if you can. I've heard that the CSet handling in ZC is pretty messy.


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