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Old 27 February 2009, 12:10   #301
ziovax
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You 're the man killergorilla!
Great work!
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Old 27 February 2009, 12:18   #302
killergorilla
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Cheers
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Old 27 February 2009, 20:01   #303
Antiriad
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Killa, did you need any gfx for this btw or am I bit late now???
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Old 02 March 2009, 16:24   #304
killergorilla
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It's never too late
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Old 03 March 2009, 22:39   #305
waal
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Boxarts and screenshots for KGLoad

Except photoshop, is there a windows app for batch-converting images to iff ?
What are the required dimensions and palette for KGLoad ?

Or maybe there's already an available package...
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Old 04 March 2009, 10:56   #306
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Right..

I personally use a combination of Paint Shop Pro and XNView.

I can't remember the size of the boxart off the top of my head but check the archive on the beta download thread and you'll see an example.

The screenshots are 320x128x8.

All of the artwork is set to the same 256 colour pallette which you can get from any of the images.

Your screenshots/boxart NEED to match the palette otherwise they'll look garbled.
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Old 04 March 2009, 11:09   #307
Shoonay
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Quote:
Originally Posted by waal View Post
is there a windows app for batch-converting images to iff ?
I believe "back in the days" (around y2k) I used some version of ACDSee, before it became a freaking all-in one huge multimedia picture viewing machinery.
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Old 14 March 2009, 15:36   #308
r0jaws
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Is this capable of being run on a bog standard 600 just yet?
I saw in the download thread that it is supposed to be aga and ocs compatible, but I haven't been able to get it going just yet on my 600.
Specs;
a600, ECS kickstart 3.1, workbench 3.1, 2gb CF HDD, 2Mb Chip, 0 Fast.
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Old 15 March 2009, 13:42   #309
killergorilla
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The current build that I'm working on works fine on a non-AGA machine as long as it has kickstart 2.04 or above so it should work fine on your A600.

It's not available for download just yet but it's coming on well it shouldn't be too long.
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Old 15 March 2009, 22:34   #310
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That'll be why then. Thanks for the update, and all your efforts so far.
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Old 11 August 2009, 09:01   #311
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What's the current status of loader?
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Old 17 August 2009, 16:53   #312
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Still working on it, doing quite a lot of changes to it so it's looking good.

Once this week is up I'll post some info on my progress.
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Old 20 September 2009, 10:38   #313
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Just got a few minutes of spare time and I thought I would post this.
It's the KGLoad palette KG has made, but sorted in Pro Motion so it's easier to work with if some of us wanted to make skins or anything.
(The image here uses the sorted palette. I just included the two to show the difference)


Last edited by Popstar; 20 September 2009 at 22:00.
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Old 21 September 2009, 14:22   #314
killergorilla
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Just to give you a little update...

KGLoad has undergone some major changes so the fixed palette above is no longer used by KGLoad.

There is no longer a 256 colour palette shared by the gui and the screenshots.

KGLoad now uses a 224 colour, non-fixed palette for each piece of artwork. Although this is no longer fixed, you must remember that for each individual game (take Ruff N Tumble for example) each piece of artwork (screenshot/boxart) must share the same 224 colours.

So, all of the following must share the same 224 colours:

RuffNTumble_title.iff
RuffNTumble_ingame1.iff
RuffNTumble_ingame2.iff
RuffNTumble_boxart1.iff
RuffNTumble_boxart2.iff

Then, the GUI has it's own palette of 32 colours (the remainder of the 256).

So each game can have it's own palette, meaning they look a lot nicer
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Old 21 September 2009, 21:51   #315
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Hey KG stable release coming soon ?
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Old 22 September 2009, 10:43   #316
killergorilla
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The current version is stable

Nobody has said any different...

But anyway, a new version will be out when it's done, I can't really give a time on that as life is pretty hectic right now

It shouldn't be too long though.
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Old 22 September 2009, 15:06   #317
Popstar
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Quote:
Originally Posted by killergorilla View Post
Just to give you a little update...
.....
Then, the GUI has it's own palette of 32 colours (the remainder of the 256).
So each game can have it's own palette, meaning they look a lot nicer
Sounds good. But does that mean that the GUI has a fixed palette or should we just make our own 32 colour palette for each new skin? I assume at least one or two colours are fixed for the fonts?
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Old 22 September 2009, 15:20   #318
killergorilla
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The GUI is completely skinnable, so you can have whatever colours you like. There are no fixed colours. (You are obviously limited to 32 though).

You simply choose your own set of 32 colours, making sure that your GUI iff files have these 32 colours as the last 32 colours in the palette (224-255, the other 224 are ignored).

Then inside the skin.ini file you simply specify the colours using the indexes.

e.g. menuitemfontcolor=252.
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Old 30 September 2009, 12:10   #319
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Go KG, go KG!!
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Old 30 September 2009, 15:18   #320
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Thank you seuden for your wonderful support, it really spurs me on.
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