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(1 edit)

We're producing all the artwork for ours in a greyscale (0%, 33%, 66% and 100%) palette that gets swapped out by a shader in-engine for our actual palette.

Haven't decided on the actual palette yet but it'll likely default to the olive green and then offer a couple of different options users can switch between.

Kinda like what I've done here for the title screen of another game. Just for funsies, kinda like whacking the game into a Super Gameboy style device or a GC Gameboy Player where you can choose palettes to overlay onto the original.


I'd be tempted to port that to actual hardware. It'd require using a mix of sprites and BG tiles for the pieces, but it can definitely be done.

I've been thinking about doing that for a while actually, had the GB SDK sat on my desktop for ages but haven't gotten around to giving it a go yet.

Best part about this is if you add CGB support you don't have to bother with the second VRAM bank, you can just tweak the tints to your liking. However, you no longer have the BGP/OBP0/OBP1 registers so you'll have to do everything through the main CGB palette (in other words, fades will be different), and you'll use a different attribute bit to select the sprite palette.