Black and White Games?

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Started by Grinn 8 posts View original ↗
  1. So I don't think there is shader support for this (or at least I couldn't find it with Google Fu) but is there a way to make your ENTIRE game black and white?

    I am doing a kinda retro game and I want to have it be all high contrast black and white.

    I mimicked it with some black and white sprites/tilesets but there has to be a better way.

    RIght now the menus, HP bars, animation bubbles, etc are still in color so it kind of kills the illusion.

    (Also, please pardon me if I'm in the wrong section. Didn't know the best place to ask.)

    Example.png

    Graphic Style.png
  2. Create an event, find the tint screen option and set rgb(0, 0, 0, 255) Red, green and blue at 0 and grayscale 255. Run it as a parallel process as the game begins with a wait time of 1 frames and the transition should be seamless. The menus and such would still be the same though, the menu itself can be set to different colors (or you can have custom menus) but you'd need to edit the scripts that tell the engine what color to draw the gauges and such (+ edit any pictures used) in order to get it all to be black and white.
  3. Thanks. That does does change the screen to grayscale (not quite black and white) but the issues with the menu color are still there.

    For example, if you go into a battle the HP/MP/TP bars are still colored.
  4. Just as a proof of concept I created a snippet tweaking the hp/mp bars to black and white

    class Window_Base def hp_gauge_color1; text_color(0); end; def hp_gauge_color2; text_color(15); end; def mp_gauge_color1; text_color(15); end; def mp_gauge_color2; text_color(0); end; endMost of what you'd need to edit would be found in Window_Base. The colors go off of your window (with the default one white is 0 and black is 15) Any text and gauges used in the default system can pretty much be edited to your hearts content here. Though Faceset pictures and probably icons and such would probably have to be edited to be black and white themselves before they would appear that way, as I don't think there is any way through the engine itself to change their colors (although I could be wrong).
  5. @Alexander Amnell: Thank you for the helps, few things I did as your post follows and that turned out very nicely.
  6. The colors go off of your window (with the default one white is 0 and black is 15)
    You could instead simply edit your windowskin and change the color palette at the bottom to shades of gray (really simple to just turn saturation to 0). Then you can use different font "colors" and they'll be various grays, as well as anything else that uses the windowskin.
  7. It worked in a new game. It turns out one of my custom scripts was defining the colors for me. I don't know what's messing with it now.

    I have a few Yanfly scripts (Core, Battle, Visual Battlers, Equipment, Victory Aftermath, Party, Elemental Popups)

    I searched through them all for a ref to HP gauges or even colors and none had any sort of options for change so I don't know what is messing with it.
  8. Tommy Gun said:
    You could instead simply edit your windowskin and change the color palette at the bottom to shades of gray (really simple to just turn saturation to 0). Then you can use different font "colors" and they'll be various grays, as well as anything else that uses the windowskin.
    Ooooh that worked!