Recently I figured out some far more efficient ways to build smart palettes, but that promptly led to another idea. Why not build individually randomized palettes? This more or less works off the accessory idea I talked about in my World Heroes project, but sticks to parts within the base sprite instead of outside of it. That means shadows aren't a problem.
It's a simple idea really. Duplicate pieces of a sprite, then lay them over the main sprite with a bind. This alone doesn't do anything the smart palette doesn't already do, but it does allow you to control the look of each piece separately without making new palettes. Take Ray here. I've added texture to his bolt and made sure it kept independent color. Looks great if I do say so, and if I want to remove his bolt, I just make a palette with the bolt texture matched to his shirt and done. But what if I want say, a yellow T-Shirt with a bolt and a yellow T-Shirt without the bolt. Well, that's two palettes. Easy enough right?
But why not randomize the bolt to whatever color I feel like without affecting the shirt color at all? Why not also randomize the shirt separately? Why not do the same for his pants and hair? Sure, you can sort of do that with smart palettes alone, but you need a palette for every possible color combination. That could get into the hundreds fast. By separating the parts, each one has its own set of randomized palettes, and I can add more without worrying a bit about the others. Even better, for a monochromatic accessory like the bolt, why even bother with palettes at all? Since we have RGB control, there's no reason I couldn't make the bolt a random combination of RGB - literally infinite color combinations. You could do the same with any part really, but fuchsia hair, tangerine pants, and a poop green T-Shirt might look a little odd together.
The only limitation is just how far you're willing to go down the rabbit hole with breaking up pieces and binding them.
It's a simple idea really. Duplicate pieces of a sprite, then lay them over the main sprite with a bind. This alone doesn't do anything the smart palette doesn't already do, but it does allow you to control the look of each piece separately without making new palettes. Take Ray here. I've added texture to his bolt and made sure it kept independent color. Looks great if I do say so, and if I want to remove his bolt, I just make a palette with the bolt texture matched to his shirt and done. But what if I want say, a yellow T-Shirt with a bolt and a yellow T-Shirt without the bolt. Well, that's two palettes. Easy enough right?
But why not randomize the bolt to whatever color I feel like without affecting the shirt color at all? Why not also randomize the shirt separately? Why not do the same for his pants and hair? Sure, you can sort of do that with smart palettes alone, but you need a palette for every possible color combination. That could get into the hundreds fast. By separating the parts, each one has its own set of randomized palettes, and I can add more without worrying a bit about the others. Even better, for a monochromatic accessory like the bolt, why even bother with palettes at all? Since we have RGB control, there's no reason I couldn't make the bolt a random combination of RGB - literally infinite color combinations. You could do the same with any part really, but fuchsia hair, tangerine pants, and a poop green T-Shirt might look a little odd together.
The only limitation is just how far you're willing to go down the rabbit hole with breaking up pieces and binding them.