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Offline KaZudra

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Day/Night Transition?
« on: June 30, 2017, 04:29:33 PM »
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Let's discuss, on a technical standpoint; Knowing that there are 4 distinct Color Palettes for times of a day, How would you transition from Morning to Night in a single 10 minute transition. Note that this Day/Night system will play a HUGE role, but only regulated in a Zelda-esque way (transitions only in outside areas, towns and dungeons are in a "time freeze" depending on time of day)

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Offline Jorge D. Fuentes

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Re: Day/Night Transition?
« Reply #1 on: June 30, 2017, 04:55:50 PM »
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The way the Simon's Quest ReTranslation does it is really good.  It's pretty smooth...
...however, I'm so fond of the heart-stopping textbox that reads:

WHAT A
HORRIBLE
NIGHT TO
HAVE A
CURSE.

That I disabled the smooth transitions in the ROM.
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Offline KaZudra

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Re: Day/Night Transition?
« Reply #2 on: June 30, 2017, 05:53:33 PM »
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I could simplify the Art direction to use less colors to utilize transitional Palette swapping, thus making the game look more like Dracula X rather than SOTN...
I could also use Double layered swapping, which the map is prebaked in colors and just fades into the next swapping out to the next transition.
OR I could utilize a simplified color coded masking layers that shift palettes in corresponding time-of-day, also allowing weather scripts to be implemented a little easier.

Ugh, this is hurting my head.

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Offline Jorge D. Fuentes

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Re: Day/Night Transition?
« Reply #3 on: June 30, 2017, 06:05:09 PM »
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If you're doing game development, the third option is hardest at first but saves you headaches later.
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