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slightly expanded test scene, some minor edits. this makes a little more use of larger transitional gradients in the area on the right, which is a look i like more.
working on some vaguely cypress-esque trees with climbable branches.
the trickiest thing about these has been trying to find a way to do branches which clearly communicate which part is standable, but which also have some degree of natural flow to them.
@dittomat thank you!
in some sprites, like the skull, it's essentially treated as a single set piece and hand painted.
the walls are modular- a few different angles of gradients, etc.. they're manually palette swapped and flipped / rotated for variety and for angles of lighting.
these have 4 colors per sprite, and the larger scale dynamics are hand painted tile by tile using palette swaps.
there is a sort of balance which i am trying to work out between freer color work (above) and strictly brightening / darkening within the same 4 color palette.
working on adding transparency to the editor, for character sprites or layering (in case you are using your map for parallax or similar).
i think the way i'm going to set this up is that transparent acts like any other color, and is present by default in every palette.