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deepfried breath

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new[/]ga[–]e[/]“[…]e[–]eace[/]ranger”

its just gibberish

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deep-fried existence :french_fries:

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Hi ima link something here cause i know there is some amazing artists in here.

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What morse code translator are you even using :folded_hands:

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im not from the us
alas i am still deep fried :folded_hands:

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my poor puppy, his leg is messed up, so he cant run or walk correctly. i dont even know how it happened

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#2020 moment lol

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Fried rock on a stick that is sauted broiled boiled air fried deep fried baked cooked and finally dropped into a lake

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Great. Now you make me want to go to Ikea.

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Yes @randomuser!! With order… COMES CHAOS!!!

AHAHAHAHAHAAAAAAHAHAHAHAAAAA


I don’t understand why this reminds me of Ceres of solarballs tho.

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Really? Have we fried plates? Grass!? Tables!?!? Earth!!??!? THE UNIVERSE!!!?!?!?!?!?!?
/j

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I’m coming for you @CopySprite

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Game peace rangele

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I have cleverly deduced this is a science worksheet

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If you want to keep using 15 colors, no.
If you’re okay with 7 colors (maybe a few more with optimization) then yes!

I should make a transparency extension… :eyes:

  • I’d use a transparency extension!
  • I wouldn’t, it takes up too many colors
0 voters

You could also just use dithering and gradients to make things look blurry or partially see-through, or use the shadow and light extensions for a good approximation!

How it would work (rant incoming)

You’d make a game using the first 7 colors, and then whenever you had a transparent object on screen, the extension would set the next 7 colors to what the colors would look like through that transparent sprite and draw the sprite with those colors. (ex: if you had a semitransparent red fog sprite, the extension would set the sprite’s pixels to be the colors behind it with a slight red tint.)

It would only work with one transparency at a time, and the shadow and light extensions already approximate transparency through color ramps, but this would be the only way to get perfect (and exactly customizable) transparency.

Alternatively, I could make a much more optimized version that uses the shadow extension and approximate a transparent object’s colors by calculating the nearest color already in the pallete to the real tint’s color. (For example, using the existing light blue color for a dark blue object with a white tint rather than having to make and use a new color for it.)

That would be less perfect and handle grayscale transparencies much better than colored ones, but its much less disruptive, so if I ended up making the extension I’d likely make both versions for you to choose from!

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So sorry for your loss, that actually happened!?

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yes actually

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