In fact, we have several quite different techniques (AKA feature requests) described in this thread. Some of them are:
1. Game graphics that have a different (in most cases: larger) size than the size defined as ".tile_size".
This is currently not supported in any way, but at least some effects could partially already be done using global animations that are controlled by game elements. I have attached an example (which is more focussed on alpha blending, but also shows some uses of game element controlled global animations in the second included level).
2. Color templates.
This is a new feature supported since version 4.0.0.0 which can not only be used for Boulder Dash style graphics (for which it was added in fact), but for all R'n'D game graphics. I have attached an example that shows coloring of sand and grass, where the color can be defined individually for each level in the level editor, on the "colors" tab on the "CONF" page.
Unfortunately, this new feature was never really explained anywhere so far, and I still have to describe how this works exactly in a forum post. In short: There are seven colors which can be defined for each level individually in the level editor, and which are used to replace the following colors in your PNG files:
- RGB value (x, 0, 0) / red
- RGB value (x, x, 0) / yellow
- RGB value (0, x, 0) / green
- RGB value (0, x, x) / cyan
- RGB value (0, 0, x) / blue
- RGB value (x, 0, x) / purple
- RGB value (x, x, x) / white
For example, RGB values of (255, 255, 0), (200, 200, 0) and (50, 50, 0) will be replaced with the defined color for "yellow", while pixels with color (255, 255, 1), (200, 201, 0) or (49, 49, 1) will be left untouched.
To use this, just set "sand.color_template: true" to use this for the "sand" game element (or any other game element for which you have custom graphics defined).
This can be used to achieve exactly the effect you described with player graphics (where the face always uses the same static colors, while the clothing uses dynamically defined colors for each different level).
While the original BD graphics only use "pure" colors to be replaced with custom colors (like RGB(255,255,0) or RGB(0,255,0)), R'n'D also supports color ranges like described above, so you can use many shades of the defined color in your graphics (making them look Amiga-style instead of C64-style).
I hope do be able to write a decent description / documentation for this nice new feature some time...
Please let me know if it works for you, and if you have any further questions.
