Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(3 edits)

Hi,

Thank you very much for your support and feedback, So I think you have basically have just run into one of the few features that are not currently supported, a "per map cell" colouring/attribute method.

CharPad currently supports 3 colouring methods, 'per project', 'per tile' and 'per char'.

ie. a colour (or set of colours for the bitmap modes) + a material value can be attributed to either the whole project or each tile or each char. L1 attributes (bytes) are Material (nybble) + 1 colour nybble (Colour RAM).

L2 attributes (bytes) are for the bitmap modes (each byte = 2 colour nybbles for each Video RAM cell).

'Per map cell' colouring/attributing has never been supported, mainly due to it being very uncommon, probably due to the amount of memory it would consume, ie. one extra byte for every map cell (potentially two for the bitmap modes), I have yet to find any commercial game that uses it. But you are not the first person to ask about it and almost certainly will not be the last! Other reasons for its exclusion simply come down to the complexity that it would add to an already very complex piece of software, it may seem simple but CharPad supports 5 display modes and 3 colouring methods, that's already 15 configurations that need to be considered for most operations, adding 'per map cell' and possibly also 'per tile cell' would raise that to 25. It a nutshell, if it were simple, it would have been done, believe me.

Maybe some future version will support it but the work and complexity involved to add it has just not been considered worthwhile thus far.

I am sorry to disappoint.  Ps. the 'Project' window contains the tools you need to control the colour and material values for each char (in 'per char' colouring method) and likewise for the other colouring methods.

ie. select a char (or a tile if using per tile colouring) and you can change it's own matrix colour(s) using the the Project window.

nb. Materials (0-15) are always 'per char'.

nb. If you really want to use the same char with different colours you could try creating a 1x1 tile set and using that instead of a simple char map.

I'm sure you can appreciate just how complex things can become and how we have done our best to accomodate the most commonly useful configurations. 

Cheers.