Posted September 01, 2024 by Snow140
#Help
Have you ever wanted to create a perfect retro game, but had no ideas for what colors to use? Here, I found a color palette that resembles that of a backlit Gameboy, ready to use. simply take the RGB or Hex value, and insert it into your game. It's as easy as that!
Here is a full table of all the information you need:
Here are some code examples for drawing a rectangle and changing it's color based on the palette. For simplicity, every example will use the darkest green. They may also use Libraries.
1) HTML/CSS
<!DOCTYPE html> <html> <head> <style> .rectangle { width: 100px; height: 100px; background-color: rgb(0, 79, 58); } </style> </head> <body> <div class="rectangle"></div> </body> </html>
2) Javascript
<!DOCTYPE html> <html> <body> <div id="rectangle" style="width:100px; height:100px;"></div> <script> document.getElementById("rectangle").style.backgroundColor = rgb(0, 79, 58); </script> </body> </html>
3) Python (TKinter)
import pygame pygame.init() screen = pygame.display.set_mode((800, 600)) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False screen.fill((255, 255, 255)) pygame.draw.rect(screen, (0, 79, 58), (100, 100, 100, 100)) pygame.display.flip() pygame.quit()
4) Java
import java.awt.*; import javax.swing.*; public class RectangleColorChange extends JPanel { public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(new Color(0, 79, 58)); g.fillRect(50, 50, 100, 100); } public static void main(String[] args) { JFrame frame = new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(200, 200); frame.add(new RectangleColorChange()); frame.setVisible(true); } }
5) C# (Unity)
using UnityEngine; public class RectangleColorChange : MonoBehaviour { void OnGUI() { GUI.color = new Color(0f, 79f/255f, 58f/255f); GUI.Box(new Rect(100, 100, 100, 100), GUIContent.none); } }
6) C++ (SDL)
#include <SDL.h> int main(int argc, char* argv[]) { SDL_Init(SDL_INIT_VIDEO); SDL_Window* window = SDL_CreateWindow("Rectangle Color Change", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_SHOWN); SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); SDL_SetRenderDrawColor(renderer, 0, 79, 58, 255); SDL_Rect rect = {100, 100, 100, 100}; SDL_RenderFillRect(renderer, &rect); SDL_RenderPresent(renderer); SDL_Delay(3000); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }
7) Swift (SpriteKit)
import SpriteKit import GameplayKit class GameScene: SKScene { override func didMove(to view: SKView) { let rectangle = SKShapeNode(rectOf: CGSize(width: 100, height: 100)) rectangle.fillColor = SKColor(red: 0/255, green: 79/255, blue: 58/255, alpha: 1) rectangle.position = CGPoint(x: frame.midX, y: frame.midY) addChild(rectangle) } } @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } }
8) Kotlin (LibGDX)
import com.badlogic.gdx.ApplicationAdapter import com.badlogic.gdx.Gdx import com.badlogic.gdx.graphics.GL20 import com.badlogic.gdx.graphics.glutils.ShapeRenderer class MyGdxGame : ApplicationAdapter() { private lateinit var shapeRenderer: ShapeRenderer override fun create() { shapeRenderer = ShapeRenderer() } override fun render() { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) shapeRenderer.begin(ShapeRenderer.ShapeType.Filled) shapeRenderer.color = com.badlogic.gdx.graphics.Color(0f, 79/255f, 58/255f, 1f) shapeRenderer.rect(100f, 100f, 100f, 100f) shapeRenderer.end() } override fun dispose() { shapeRenderer.dispose() } }
9) Ruby (Gosu)
require 'gosu' class GameWindow < Gosu::Window def initialize super 800, 600 self.caption = "Rectangle Color Change" end def draw Gosu.draw_rect(100, 100, 100, 100, Gosu::Color.rgb(0, 79, 58)) end end window = GameWindow.new window.show
10) Lua (Love2D)
function love.draw() love.graphics.setColor(0, 79/255, 58/255) love.graphics.rectangle("fill", 100, 100, 100, 100) end
I hope this helped you!
P.S. I know that including 10 languages was a little much, but once I started, I didn't want to stop (Gotta love GameDev procrastination)