27 February 2009, 12:10 | #301 |
Registered User
Join Date: Jul 2005
Location: Roma / Italia
Age: 49
Posts: 90
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You 're the man killergorilla!
Great work! |
27 February 2009, 12:18 | #302 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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Cheers
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27 February 2009, 20:01 | #303 |
The Sacred Armour Of
Join Date: Aug 2002
Location: Sussex, UK
Age: 45
Posts: 1,141
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Killa, did you need any gfx for this btw or am I bit late now???
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02 March 2009, 16:24 | #304 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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It's never too late
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03 March 2009, 22:39 | #305 |
Registered User
Join Date: Dec 2008
Location: Paris / France
Age: 49
Posts: 137
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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... |
04 March 2009, 10:56 | #306 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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. |
04 March 2009, 11:09 | #307 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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14 March 2009, 15:36 | #308 |
Amibay fanboi
Join Date: Jan 2008
Location: Boston, Lincolnshire
Age: 49
Posts: 154
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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. |
15 March 2009, 13:42 | #309 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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. |
15 March 2009, 22:34 | #310 |
Amibay fanboi
Join Date: Jan 2008
Location: Boston, Lincolnshire
Age: 49
Posts: 154
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That'll be why then. Thanks for the update, and all your efforts so far.
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11 August 2009, 09:01 | #311 |
Registered User
Join Date: Apr 2007
Location: London / United Kingdom
Posts: 103
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What's the current status of loader?
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17 August 2009, 16:53 | #312 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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. |
20 September 2009, 10:38 | #313 |
Deluxe Painter
Join Date: Mar 2008
Location: Copenhagen / Denmark
Age: 49
Posts: 61
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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. |
21 September 2009, 14:22 | #314 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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 |
21 September 2009, 21:51 | #315 |
Banned
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Hey KG stable release coming soon ?
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22 September 2009, 10:43 | #316 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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. |
22 September 2009, 15:06 | #317 |
Deluxe Painter
Join Date: Mar 2008
Location: Copenhagen / Denmark
Age: 49
Posts: 61
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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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22 September 2009, 15:20 | #318 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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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. |
30 September 2009, 12:10 | #319 |
uber cool demi god
Join Date: Jun 2006
Location: Kent/England
Posts: 2,073
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Go KG, go KG!!
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30 September 2009, 15:18 | #320 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
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Thank you seuden for your wonderful support, it really spurs me on.
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