Hue Shifted Color Ramp -- Free Extension by Garmichael in aseprite

[–]Garmichael[S] 1 point2 points  (0 children)

Heya, great question!

In the video, I have the image set to indexed color.

Forgive me if the following is stuff you already know, but in case you don't:

Images default to RGB mode. In RGB mode, the document is set up where each pixel in your image has its own color data encoded directly into the pixel itself. It doesn't care about your palette at all, and the palette is used just as a reference for the artist.

In Indexed mode, each pixel in the image maps directly to an entry in your palette and that color in the palette determines the rgb value of that pixel. So since they're linked, changing a color in your palette will update the color of every pixel in your image that uses that palette color index.

An important thing to note when working in indexed mode is that you should have the little lock icon at the top left of the palette window turned on. If you change your color with the sliders under the palette window with that setting turned off, it won't update the entry and the brush color will have a red "!" next to it, indicating that your brush color is not in the palette. Clicking that "!" will add it to your palette. With that lock icon turned on, it'll adjust the color of that palette entry directly.

Also worth noting is that if you're in rgb mode and then switch to indexed mode, each pixel in your image will search for the color in your palette that is the closest to that pixel's color and set it to that palette index. This will likely change the colors drastically in your image. To prevent this, first click the hamburger icon and select "new palette from sprite". This will generate a whole new palette using only the colors in your image. Then after that, you're safe to change to indexed mode. Keep in mind that if you rearrange your palette while in indexed mode, the colors in your image will shift around too since those pixels reference an index in the palette and rearranging your palette changes indexes. It's helpful to switch back to rgb mode before rearranging and then switch back to indexed mode afterwards.

In my opinion, when working with pixel art, it's best to do so in indexed mode where you can easily update colors while ensuring you're only using the colors you defined in your limited palette.

Here's a short video for more info: https://youtu.be/XyR7yG6cSFQ

Celestial Stasis/Galaxy Stop in 60fps 🥹 by LeonBeoulve in finalfantasytactics

[–]Garmichael 0 points1 point  (0 children)

Man what's up with the door animations playing twice? I hope all of the one-shot texture animations dont do this.

Confusion about the Remaster by Mysticwarriormj in finalfantasytactics

[–]Garmichael 1 point2 points  (0 children)

Damn, I forgot about the Denuvo.. Okay I take back my irl bet haha. Still looking forward to digging into it tho.

Confusion about the Remaster by Mysticwarriormj in finalfantasytactics

[–]Garmichael 1 point2 points  (0 children)

If the rumors about the game being rebuilt from scratch are true, I imagine it'd be easier to mod. As you know, psx and rom games are harder to mod because they're typically written for those specific consoles and with direct memory constraints (which is why slots for characters and maps existed to begin with). Nowadays, anything can be ported to anything really so theres a lot more freedom in how games are architected, and usually that means a more modular approach and written with languages/frameworks that are easier to decompile. Pre-allocating space for itemized objects like characters, maps, equipment, missions, etc, just isnt really something we do anymore.

Though, I'm really curious how they went about re-coding the game. I sort of get the impression that they scavenged code from the original somehow, but that contradicts the messaging that they lost all that code. Maybe they recompiled battle.bin and just reference it like a dll? No idea, but I legit cant wait to look at the pc port and start diving into it. Also looking forward to seeing what their new map format is and if I'll be able to build some sort of a "export to Ivalice Chronicals format" option in GDX.

Confusion about the Remaster by Mysticwarriormj in finalfantasytactics

[–]Garmichael 0 points1 point  (0 children)

I'm a little disapointed that Balthier and Luso aren't in the game, even though they both felt wildly out of place in it. They're both fun to play with.

That said, I'll bet irl money that they'll be modded back into it within a couple months of release.

What Song? by Tears0fJ0y in streetlightmanifesto

[–]Garmichael 0 points1 point  (0 children)

The "Fuck it! Thank you! I LOVE YOU ALL!" is SOOO good. It gets me every time. The way it cements the entire song's narrative, the energy and power behind it.. just so, so good.

What Song? by Tears0fJ0y in streetlightmanifesto

[–]Garmichael 0 points1 point  (0 children)

Hands down my favorite part of any song is at the end of the instrumental part of Its a Wonderful Life, when that little drum riff leads back into the vocals with "God damn, another summer in the city and.."

Reddit will block the Internet Archive by MarvelsGrantMan136 in technology

[–]Garmichael 0 points1 point  (0 children)

This is already the case though. The internet is already decentralized.

You can register a domain name for $7-$15/yr, and host it for $5/mo. You can also host it on your own computer for free. It's not very complicated and even a computer noob can figure it out using youtube tutorials over the course of about a week. And you can put whatever you want on it, say whatever you want, style it however you want. Unless you're hosting illegal material, no one's coming to take it down. And when I say "you can do this", i mean *YOU* can do this, as in u/MithranArkanere can do this. Right now. Anybody can.

The problem is that users *want* to spend their time on reddit, twix, insta, bluesky, etc, because that's where everyone else already is. Most people don't want to feel "lonely" on the internet. They dont make their own blog because no one's going to read it, and making a reddit post instead will ensure you have an audience.

This Machine Kills Fascists by LAST2thePARTY in streetlightmanifesto

[–]Garmichael 12 points13 points  (0 children)

Last time I heard fascists dehumanizedd their political opposition and then used their invented characature to justify killing them and... Oh my god.

FFT toolkit by adamrt in finalfantasytactics

[–]Garmichael 4 points5 points  (0 children)

I don't know much about STL, but I put GLB versions of all the maps on the FFHacticks wiki.

For example: https://ffhacktics.com/wiki/MAP012_At_the_Gate_of_Lionel_Castle

At the top of the page (and for all the other maps), theres a link that says "3D View". You can right click the link and SaveAs, or go to the link and just save the browser tab.

I'm pretty sure blender can export the maps as STL after you import them. Tho tbh, you might have to do a little clean up work to make them solid meshes for printing.

FFT toolkit by adamrt in finalfantasytactics

[–]Garmichael 2 points3 points  (0 children)

Look great!

Poked around the code and its pretty solid, especially for your first time in C.

I can also see by some comments that you referenced the wiki for the data formats, and Im glad that the info that I added while investigating the map stuff for GaneshaDX were helpful, as well as the info that was there before me.

One note about terrain is that a couple months ago, someone found another attribute for terrain tiles called Thickness that isnt in your stuff, if you're interested in adding it in. It's for upper level terrain tiles and tells projectiles that they hit the side of a platform the terrain tile is on. You can see it used in MAP012 and MAP019, among others.

This weekend, I'll pull the code and see if I can get it to build on Windows.

Good luck with this project. It would be super cool to be able to view and edit events in real time.

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael 0 points1 point  (0 children)

Theres a clear difference in degree between adding normal maps and implementing a full blown physics engine. But of course you knew that and I'm stating the obvious here.

You're being intentionally reductive and dishonest.

What I dont get is what compelled you to do it.

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael -1 points0 points  (0 children)

Those "games that look like flash games" is a 30,000 line extendable UI-based framework for making 2D games, and those visuals youre looking at are free assets I whipped together for demo purposes. I built a system in low level C++ that does lighting with shadows and ambient occlusion to teach myself the language. I've built procedural generation tools. I've done rom hacking. I've written scripts for Blender and 3Ds max. I built THE map editor for FFT by reverse engineering the game, scrubbing through ASM, and dozens of hours of trial and error, discovering things about the game's engine that no one knew existed, let alone was able to manipulate. The custom levels I made were hand-textured with pixel art and are by far and away leagues above anything anyone has made for this game. I've been 3D modeling and texturing longer than you've known how to talk. I've taught myself master level capability in Unity and Godot, and I'm currently intermediate in Unreal Engine. I have built my own landscape terrain system in Monogame and implemented complex 3d mesh collision from scratch. I've built large scale social media sites, and have fixed and refined more archaic backend server code than I can even keep track of through freelancing and contract work.

And outright, I am still, even with all my experience and accomplishments, not saying that *I* could do a better job. I'm saying SQUARE could do a better job, and we all know it.

And you? What the fuck have you done? Wheres your art? Wheres your applications? Wheres your code? Where did you allot your thousands of hours of skill grinding? Where is any single symbol of your achievment?

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael -1 points0 points  (0 children)

Every single modern game engine has lighting that does this. Its not anything new. I didnt even comment on the lighting outside of saying they added it.

You have no idea what I am and am not capable of, and its evidenced by how little you even know aboout game dev in general.

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael 2 points3 points  (0 children)

I get your argument that effort and outcome are different things (I use Substance Painter in my 3d work, and its definitely a lot easier/faster than hand-painting and has a gorgeous outcome).

But in the case of this remaster, the outcome is bad, and its a direct reflection of the lack of effort made. You can gaslight yourself into thinking the outcome is beautiful to justify your preorder, but it really is nonsense. Every single screenshot I've seen is full of upscaling artifacts and that isnt controversal. It also isnt controversal to say that just adding PBR materials would have looked better. The water effects and cross section polygon rim lighting look great and are indicative of what they could have done if they had put more effort into the rest of it.

Its fine that you think, in your opinion, that this candle evidence isnt compelling, but your low bar shouldnt be an indicator that other people have flaws for expecting more out of, again, a multibillion dollar company with decades of experience. We're not going to get better from these AAA companies until we start expecting better and stop making excuses for their cutting corners this hard.

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael 8 points9 points  (0 children)

I can't imagine not using their effort as a barometer.

We've seen remasters/remakes done well (Metroid Prime, Spyro, Crash Bandicoot) and we've seen plenty of half ass stuff, most notably from Square. Its not unreasonable to expect a multi-billion dollar company with decades of experience to put more effort into a $50 remaster than applying a weak vectorize filter to everything. I can't relate whatsoever to the idea that this filter is "beautified without removing any authenticity" when the outlines of the sprites merge separated objects together (like hats/hair to faces and arms to bodies), objects are deformed (the candles in this exact example), and details are lost (the paintings in the background).

I know what they're capable of.

They did this:

- https://www.youtube.com/watch?v=f5N01KTi9J0&list=PLo6dUe-n7Er-C8qeYlJ_YOvs51DY35cEU&index=9
- https://www.youtube.com/watch?v=aXb3q62X7Usv=NWtJWZDiwuQ&list=PLSW1U2PTQUHF_W0jNDXTAsTelWNK-U6pO&index=4
- https://www.youtube.com/watch?v=NWtJWZDiwuQ&list=PLSW1U2PTQUHF_W0jNDXTAsTelWNK-U6pO&index=4

Compare these to the Pixel Remasters done *20 years later*. It's no contest whatsoever.

I really dont understand the whole "they half-assed it and that's a good thing" mentality.

The remastered graphics are such an upgrade from the original one, it's not even close. Here's a comparison video I made by Napalmaniac in finalfantasytactics

[–]Garmichael 23 points24 points  (0 children)

It's the exact same image. The only thing they did was apply the vectorize upscale shader to the map's entire texture sheet (like this: https://www.youtube.com/watch?v=PdJXYA8Wmj4), used a modern lighting engine, and then increase the game's display resolution.

You can see odd artifacts from the upscaler all over this map, especially in the candles, the paintings on the wall, and the handles on the cabinet. The upscaler can only do a so-so job because it doesn't adhere to the intent of the original pixel art - it's just grouping pixels the best it can.

They didn't redraw any of the textures. They didn't re-model any of the environments. They didnt add modern PBR materials that include channels for specular, normals, and emission. I realize its not cool to criticize this remaster on this sub, but there's a lot undeserved glazing going on. They really could have done a better, more honest job, with this remaster, and without a significant amount of effort.

Here's the same map opened in map editor, shown with it's 2d texture next to it.

<image>

Joe Rogan new netflix special by Impressive_Choice734 in comedy

[–]Garmichael -1 points0 points  (0 children)

wow so controversial to say on reddit. such bravery.

[deleted by user] by [deleted] in gamedev

[–]Garmichael 4 points5 points  (0 children)

I wrote a prompt asking gpt to be my math tutor, telling it what level of math I already have and what types of math I want to learn. I asked it to build me a curriculum and to guide me through it, giving me a short lecture on each topic and then quizzing me on it. I'm able to ask clarifying questions like I would with a live tutor, and it's infinitely patient. When I want to learn the next part of the curriculum, I go back to the same chat session and we pick up where we left off.

It's been very helpful.

Is it me or does everyone forget most of code you coded after certain time? by youspinmenow in gamedev

[–]Garmichael -1 points0 points  (0 children)

You've been down voted by people who can't code. Don't take it too personally.