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RMRK General => General Chat => Topic started by: SorceressKyrsty on April 29, 2008, 12:46:39 PM

Title: Palette switching in RPG's.
Post by: SorceressKyrsty on April 29, 2008, 12:46:39 PM
Good or bad?
I personally think it's bad, but it's the price we pay for getting better graphics in our games. Each 3D model would be incredibly difficult to make and take ages to do, but recolours can take 1/5 of that. I was almost considering using palette switching for my own game, which is a side-view system and since it is quite hard to find monsters for those systems, I have to make them myself. But I've decided quality over speed.
All FF's above and including FFX had this feature. Even off my head, I can name over 10 in the three that have been reused.
So, what does everyone think?
Title: Re: Palette switching in RPG's.
Post by: Moss. on April 29, 2008, 01:10:32 PM
Yeah, pretty much all FF's below FFX used this, too.
So did Chrono Trigger.

I dunno, I don't think it's really a big deal.


But play Okami. The enemy designs are incredibly original, and there's absolutely no palette switching.

It's little things like that that make Okami such a good game.
Title: Re: Palette switching in RPG's.
Post by: Arrow on April 30, 2008, 03:26:27 AM
Pallet switching is double edged. Do it right, and people won't notice it- sometimes they'll appreciate it. I enjoy finding a favorite enemy in a stronger form later in the game, complete with a new and doubly threatening paint job. Of course, OVER do it and you'll just make your game look half-assed.

Moderation is key.
Title: Re: Palette switching in RPG's.
Post by: SorceressKyrsty on April 30, 2008, 08:00:03 AM
The only palette switching I remember in FF8 was Tiamat and Bahamut, and they were supposed to be the same monster/GF...
Title: Re: Palette switching in RPG's.
Post by: tSwitch on May 01, 2008, 03:29:15 PM
honestly it's not really a big deal.  In the end the monsters still die ;)