
He would obviously not doodle like Ness, he probably won’t find the time to make his own comics, so I made him collect cartoons from the newspapers. I only realized that there’s going to be a Diary not written by Ness around Happy Happy Village, so I thought “How would Jeff do a diary?”. Knight Ness: Honestly I’m as curious to see what I come up with as you are! I don’t think much before making the next one, you can see well how they gradually change the further I get in. Kinda forcing a child to grow up and be the adult while the adults refuse to be.Īlso: I thought of the Gruff Goat as more of a Grump Goat. Not a young child or a tween, but somewhere inbetween (9, 10)? It’s funny to kinda contrast the innocence and pettiness of a primary-age child with an adult world that doesn’t have its stuff together.

I mean I can see that they are, but I never set out I always saw Ness as a child. I’m always a bit surprised when people call them cute. Hey y’all, thanks a lot for the kind words!! I will keep posting diaries in this topic as I go, hopefully I’ll draw them until the end of the game.
NESS EARTHBOUND SPRITE PALETTE SWAP FULL
Full resolution pics, fully drawn Earthbound monster sprites and some small drawings and jokes can be found on the blog. They are not full resolution/perfect quality, I don’t want to overload your browser, though the files are still kinda big. Press the spoiler tag to unravel each diary entry. You can see everything here, in full resolution and all ☞ To Earthbound Battle Sprites! The Onett diaries are rough, but once Twoson starts there’s more stuff to them, more detail etc. The more into the game I get, the more care I put into them. He writes what happened to him, he doodles in his diary, he makes little comics about the universe and draws all the monsters he encounters on his journey.

Basically I make Diary entries written by Ness, describing parts of the game. They proved popular, so I started added some writing to them.Īnd out of this Ness’ Diary was born. As it went on I collected a couple of sprites and put them on Tumblr in the same post. I’m a huge Earthbound fan and started drawing Earthbound battle sprites to get warmed up before work. But even these palettes aren't the true colors, but represent positions on a global color palette that is used for everything in the game! All of these color tables are stored on a single surface that the shader samples from.Hello! My name is Michael, I’m an illustrator/cartoonist and I started an Earthbound-related project I’d like to show off here on the biggest Earthbound hub! The colors of this personal palette aren't colors either, but represent positions on an index of local palettes that contains all color palettes used for all objects in a specific room. I also had this idea, but I took it to an extreme illogical conclusion! All colors in a sprite represent positions on a personal palette that can be assigned to individual instance when calling their draw function. Hopefully this helps other people who want to make a Downwell-style game! I know one of my biggest gamedev dreams was a game with changeable palettes - I don't know why, but it was always a really cool idea for me.

Shader_set_uniform_f(shf_ph,texture_get_texel_height(_tex)) īasically, I just copy the application_surface and re-draw it with the shader on. Shader_set_uniform_f(shf_pw,texture_get_texel_width(_tex)) Shader_set_uniform_f(shf_index,global.palette) Var _tex = sprite_get_texture(sPalettes,0) Surface_copy(_surf,0,0,application_surface) I was sure it would suit my needs perfectly, and I knew exactly how it worksĪnd here's the Draw End event: var _surf = surface_create(256,240) I could technically buy a color swap shader from the GM Marketplace, but I decided to stick with making my own since: Pw and ph are the texel width and height of the palette sprite texture (texture_get_texel_height and texture_get_texel_width) Palette_index is the index of the currently used palette - in my case this goes from 0 to 5. Palette is the palette sprite texture (sprite_get_texture(sPalettes)). Gl_FragColor = texture2D(palette, index) Vec4 color = texture2D(gm_BaseTexture, v_vTexcoord) Here's the shader: varying vec2 v_vTexcoord So I made a shader that takes that amount of green + the palette "index" and checks for that color on a palette sprite.

I figured out that these colors are only different through their green - black has 0%, pink 50%, and white 100% green. After a few days of figuring out shaders, I am here to bless everyone with this knowledge.
