In the case of bosses it can be used to hint at relationships between creatures that might not otherwise be apparent to the player. Also, can be used for worldbuilding: using palette-swapped monsters can hint at connections between otherwise disparate locations. This is especially important when a given area is intended to be fast-paced or lead up to a climax, and the designers don't want the player stopping constantly to study "new" enemies. Palette swapping may be a shortcut, but it does allow designers to create enemies that keep pace with the player's progress while still hinting that the enemies will follow a familiar pattern. Individual characters may also have a choice of several different colors or costumes (or both).Ĭaution: Tropes Are Tools. Such characters are also known as "clones". Some fans of fighting games use the term to refer to characters that use the same animations and move sets, even if the characters look very different. Sometimes even bosses are simply re-textured and are huge versions of weaker monsters. Palette Swap to the rescue! By changing the size and textures used on the same model, the designers can make many types of monsters from only a few basic meshes. Massively Multiplayer Online Roleplaying Games ( MMORPGs) are often set in a very large world that must be populated by monsters. The Head Swap is another tried-and-true technique for making more out of less. While the concept is a little different, these are often called Palette Swaps anyway as they're still easier for developers to make than a full-fledged alternate costume or character. The most famous group of these are probably the Slimes, topped by the powerful Metal Slime, of Dragon Quest fame.Ī more elaborate variation found in 3D games is the Texture Swap, where the textures on the character's uniform are changed, but the actual model used remains the same. Palette Swapping was used to create a large variety of different enemies, often using different colors for various power levels. In the 8- and 16-bit era RPGs, it was pervasive: because of console limitations, disk and screen space were serious concerns. In fighting games, this is commonly used to differentiate players using the same character, but it is also employed to create "new" characters. This is seen in some platformers, but it most often appears in Role Playing Games and Fighting Games. One cost-effective method for increasing the variety of game characters is to reuse the same sprite, but using a different color palette. She appeared in Wonderbolts Academy and is the OC of one of the animators' daughters.In 2D game development, the creation of sprites is labor-intensive. but I'll see whether she works." I rather like the way she came out. So when I saw a picture of Midnight Strike, I thought. Fluttershy might have a palette swap in the toyline somewhere that I couldn't find, but the best the show had to offer was four of the guards during Princess Twilight's procession. Last, and likely to be most controversial is Midnight Strike. She appears in one of the IDW comics hitting on Big McIntosh, and in another comic in some sort of Discordian trance. while there's a bunch of pegasi (like Blossomforth and Helia) who share Twilight Sparkle's mane and tail styles, Sweetcream Scoops is one of the few unicorns who does. Her cutie mark is the basket of fruit she wore as a hat. Next to her is Fruitbasket, who was alongside Blueberry Cake during the fashion show and looked like filly Applejack. For her cutie mark, I gave her the mark of the costume she was wearing at the time. Next is Blueberry Cake, who appeared in Cutie Mark Chronicles during Rarity's fashion show looking a lot like Pinkie Pie as a filly. She's the only one here who doesn't actually appear in the show or the comic. So going clockwise from Daring, we have Lulu Luck, who only appears in the toyline using Rarity's base model. I believe it started because of Daring Do being a tan/grayscale palette swap of Rainbow Dash, and someone asked about the other five.
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