I've managed to get color clash working without having to futz with shaders, but it only works with 8x8 sprites right now. Instead of having the color on the sprites, I made the sprites transparent and put the color on a layer behind them. Then I had the player (and in theory, it would work with any object that can move) manipulate colored tiles on another layer (above the sprite color layer but below the sprites) using modulo so that they snap. (gif down below)
That was a really good idea and it really looks the part in implementation! Really you want to be keeping your sprites to 8x8 (or a multiplication of that) anyway for authenticity's sake, so this seems like a great solution to it without diving into shaders.
thank you! Btw, I didn't mean it only works on 8x8 sprites or multiples of 8x8. At the moment, it only works with configurations of one single 8x8 sprite. Larger configurations of 8x8 sprites (like the player in your project) have larger minimum and maximum numbers of tiles they could intersect with, requiring more calculations and more tiles to be spawned on the color layer. I haven't figured out a way to automate that, so I have to calculate and manually edit each object that would have to cause clash.
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I've managed to get color clash working without having to futz with shaders, but it only works with 8x8 sprites right now. Instead of having the color on the sprites, I made the sprites transparent and put the color on a layer behind them. Then I had the player (and in theory, it would work with any object that can move) manipulate colored tiles on another layer (above the sprite color layer but below the sprites) using modulo so that they snap. (gif down below)
That was a really good idea and it really looks the part in implementation! Really you want to be keeping your sprites to 8x8 (or a multiplication of that) anyway for authenticity's sake, so this seems like a great solution to it without diving into shaders.
Nicely done!
thank you! Btw, I didn't mean it only works on 8x8 sprites or multiples of 8x8. At the moment, it only works with configurations of one single 8x8 sprite. Larger configurations of 8x8 sprites (like the player in your project) have larger minimum and maximum numbers of tiles they could intersect with, requiring more calculations and more tiles to be spawned on the color layer. I haven't figured out a way to automate that, so I have to calculate and manually edit each object that would have to cause clash.