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Hicolor or Locolor
By: Thrasher
When I first started working on my project, Monty Vecna, I was making it in V1. Then, when v2 came out, we switched to that. We restarted farther down the road again, as well. Then, recently, I've decided to make it in 640x480, in hicolor, instead of locolor, as the previous 3 versions had been. Why, you ask? Well, this editorial will probably tell you why.
Personally, I find hicolor more flexible and easier to use than locolor, since I know somewhat what the three hex values, when added together, will come out with. I can't just memorize a palette like in locolor. But, anyway.
Advantages to locolor:
Easier to understand colors
Know exactly what result will look like
More compatible with VESA drivers (fixed in v2.6)
Easier to understand for most (RGB can be confusing)
Advantages to hicolor:
More colors (obviously)
No image palettes
Smoother color blends
Code algorithms easier, since color values don't jump around like in the default VERGE palette
I personally like the more colors and the code algorithm ease.
Obviously, the disadvantages of each type are the opposites of the advantages. If you are a newbie, I suggest you use locolor at first, because it is easier to understand. I hope this has helped you decide on whether you want to go for ease, or beauty. Choose this aspect of your game wisely, for it is hard to convert between modes.
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