Did you notice that you need to create a palette that stores your colours?
Section 2.3.2 in the guide
This is a hardcoded limitation of Piskel that would require lots of rework. The problem is that palette[0] (aka Current colors) only saves colors that are in active graphic.
Yes. I went to add palette and then loaded the palette from the image itself. Still it’s not displaying any colours on the pokitto. I know i am probably missing a small detail somewhere…
When coding a game. Should I use only 1 palette? What I mean is that since I am loading the palette at the start of my main.cpp file. Should I have all the colours used in the whole game in that file or I need to load a palette for each sprites that the game is using.
Sorry for the newbie question but i never had to code a game in colour before( I am used to 1bit gfx)
You can change the palette as much as you like though.
(I.e. you could have one palette for the main screen and one for the game itself, and yet another for a settings menu.)
* This is a bit of a lie, the sprite modes** support using different palettes for the sprites
** The ‘sprite’ modes emulate actual hardware sprites. Originally the term sprites referred specifically to hardware sprites, where the background was made from tiles and there were a limited number of sprites that could be drawn anywhere on the screen (sometimes there was a limit to the number of sprites/palettes per scanline).
Drawing images the normal way (through calls to drawBitmap) uses the global colour palette,
so whatever colours you’ve loaded the palette with are the colours that the bitmaps will use.
Like I say, certain modes suport ‘proper sprites’ which can use different palettes,
but you probably won’t be needing to use those for now, you can look into them later.