Hmm. Texture Packer's indexed colour workflow is derp. Promotes indexed colour images to 24 or 32bit, then outputs back to indexed colour with a different palette ordering. FFS.

Even more annoyingly, it'll add a transparent colour to the palette... *facepalm*

I really can't be arsed to write my own...

TIL that using GIF or PNG8 for a 16 colour, palette based workflow, is a complete waste of time.

Everything promotes them to 256 colour, or 24bit, because you know, it's the future... *sigh*

But, I've just found the cute single header parser for Aseprite, so tonight I'm gonna see if that'll work...

Right, ok, I have an indexed colour workflow I can live with. Things are being blit!


Last bit of sneaky before my hols; sprites are working. Cut out of a texture page, etc. etc.

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