![]() Then, place a single pixel of the color you selected in the new layer. Use the eyedropper tool to sample any color in your new image, then select your pencil tool ("B" by default):Įnsure that the pencil's size is 1 and it's hardness is 100% (I've found this is the easiest way to set up a pixel brush for pixel art in Photoshop): However, if you've got a series of graphics which all use the same palette, you can set up a pixel palette layer to make switching colors (slightly) less painless.Ĭreate a new layer, select it, and select the Eyedropper tool ("I" by default): If you've only got a single graphic which uses the colors you've just replaced, then save out your graphic and you're done! Voila! With only a single click, you've replaced every occurrence of a given color in your image.Ĭontinue picking new colors and replacing old ones in this fashion until you've changed all the desired colors: ![]() Now, select one of the new colors you want to use from PS's Color pane, and click on any pixel of the color you wish to replace: You want full control of your pixels, so you don't want the extra semi-transparent and off-color pixels that Photoshop will generate when anti aliasing. And, generally, any time you're doing pixel art, Anti Aliasing is bad.Un-checking Contiguous makes it that ALL instances of the color that you're changing will change with a single click (regardless of whether they're touching or not).Setting the Tolerance to 0 will ensure that you only switch out EXACT colors.This next part is very important for minimizing the amount of work, and the number of clicks you have to make.Īs per the above image, make sure that Tolerance is set to 0 and that Contiguous and Anti Alias are both unchecked. Next, select the Paint Bucket Tool by pressing 'G' by default: This is done by simply highlighting all of the layers you wish to merge, right-clicking and then selecting "Merge Layers": The first thing you need to do (after opening the graphic you're going to be editing in PS) is to merge all of your layers. As such, I'll be providing a brief tutorial (targeted at complete Photoshop beginners, but, hopefully, useful to many) on swapping a color palette for pixel art in Photoshop (with more complex tutorials/explanations to come in the future :)). I think it's only fair that I try to give a little something back by sharing some tips/knowledge when I can. The community has given me quite a bit in terms of ideas and motivation in the form of comments on these blog posts. I'll just be able to do a straight color swap on his sprite sheet. I created these originally just so limbs could be shot off, but I think I'll randomly select from them while spawning just to add some variation as well.īecause my large zombie monster (Slenderbie I call him) uses bone based animation, I won't have to create all of these variants for him. This meant that, unless I wanted to switch my sprite sheet animation to bone-based animation, I had to create a new sprite sheet for every possible permutation of dismemberment to the enemy, and a sprite sheet containing the zombie's individual body parts (so I can send them flying).Īnyway, I've made those sprite sheets, as well as one color variant for both my Skinbie and Crow enemies. ![]() Whenever a limb is removed, the main sprite sheet will have to be switched to the appropriate variant showing the enemy missing that limb. This simply animated character has gone from a total of 9 sprites up to 77 sprites, all because of the new dismemberment mechanic. The initial tests seem promising, and I think it will add a lot to the visual style of the game. This simple concept of blowing up my enemies, or being able to shoot off their limbs has turned out to create a fair bit of work, but I think it will be worth it in the end. Since then, I've made plans to make him some friends, and to blow him up (sorry, dude). He's been in the game from the very start, without any real significant changes: If you've been following along, you've all seen my 'Skinbie'. Tonight I wanted to focus on some graphic updates. This weekend I managed to finish off my Weapon Upgrade UI, and it is FULLY functional and VERY easy to expand if needed.
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