Tint Screen vs Asset Recolors

EpicFILE

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Hi!
Let's say I want to make my game's visual to be more subdued and less saturated.
Which is the preferred method, tint screen or asset recolors?
Do the MV's tint screen work differently from art program's color balancing?
(I often use Photoshop to edit specific tiles btw)
 

Sheklon

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This is an interesting one. I do believe that the way MV handles hue shift and saturation is probably the same as any other color balancing. But I cannot guarantee you that, so I'm curious to see other people's answers too.

P.S.: Actually, technically the RM might be in fact adding a new layer of color above all graphics, so it's not the same as changing the source images. Again, I'm not entirely sure, we'll need input from someone more knowledgeable on this one.
 

EpicFILE

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Yes. I'm curious about it too, because if it does work the same,
I don't have to manually recolor my assets (unless it's a specific recolor). :D
 

Nova By Creative Robot

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Just use hue shift since it requires less effort. Phones and computers are so powerful, I bet it wouldn't break the game unless you're intentionally trying to break it.
 

ImaginaryVillain

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The problem with tint screen, and why I don't use it is it uniformly affects everything on the screen. So even if you would otherwise not want to tint something., it's still tinted. Since artistically it's rare to want to uniformly do that, it ends up looking way better to individually tint assets. Plus you get a slight performance bump as a bonus. :LZSwink:
 

EpicFILE

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@ImaginaryVillain
Thanks for mentioning performance too.
I don't consider it the first time I asked this. :D

I do agree that sometimes tint screen mess up certain colors
(for me it's mostly when the color slider is moved above zero).
 

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