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(1 edit)

It's not immediately apparent how working in grayscale is advantageous to the end user.  For instance: in my use case I have a particular set of 15 + transparency colors I must use.  it seems like I'd have to export the grayscale result, convert it to 15 shades of gray then manually re-color every pixel.  That being said I think this could be very cool! I'd rather "pixel bash" than purchase yet another asset pack.

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Eventually the goal is to have all sorts of color tools in the application. Per object color tint, global color palettes, etc. For now working in grayscale solves a lot of problems on my end. Sorry that it's a hassle to get the output to a specific palette at this point. I've gotten good results with blending color overlays on the output, but if you have a specific palette there will still be a lot of  work in color replacing.

Thanks for the explanation.  I found a YouTube video and even something on Twitter that demonstrated actual use.  I'll keep a lookout for more videos like that as I feel I'm missing something.  Are there plans for tiles other than for buildings/machines?  I suspect with the right parts you could make Chibi looking characters/monsters.