Light Blue
placeable/block/color/blue_04
Colour Code: #c6ddff
Type: color
Style: 0
Designed by: Trove Team
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Posts the Trove developers have made that mention "Light Blue"
Oh my, are you building this whole thing in the metaforge?!?! You're a beast. Everyone normally uses voxel programs like qubicle, etc. to create them. I would say the colors a bit off atm. You could export your blueprint as a qb and open it in Troxel (the HTML5 voxel program made by Ignitas) http://forums.trovegame.com/showthread.php?3379-Troxel-a-Voxel-Viewer-and-Editor-html5-WebApp change the colors in there and then bring it back into Trove. To do this you can save your lair as a blueprint as usual then drag and drop it over the EXE called *devtool_dungeon_blueprint_to_QB* this will break the dungeon apart into qb files and a new blueprint that saves all your propping etc. in the qb export folder of your Trove folder. load that qb in troxel or anything else that loads qb, make color adjustments and what ever else and re-export as QB. (the light blue boxes represent props you have placed -these are just visual so if you delete them in Troxel it wont delete them in game - you have to remove props within the metaforge) drag and drop that re-exported qb onto *devtool_dungeon_QB_to_blueprint* this will take all the files associated with it in the qb export folder and throw it back into a blueprint. hope this helps.
In the game folder there is a "devtool_dungeon_blueprint_to_QB" file that you simply drag and drop your dungeons blueprint file onto. It will then break it apart into QB files and one blueprint file within the "qb export" folder. that elements blueprint file contains your prop information from the metaforge. When you bring those qb files into your editor, all your props will be represented by light blue blocks. These are just a visual to show you where you propped, removing them in the editor will not remove them from your dungeon. You have to remove props placed in the metaforge IN the metaforge. Once you have made your changes, and re-exported that qb. Drag and drop that qb over the "devtool_dungeon_QB_to_blueprint" file and it will combine it back into a blueprint.
The only feedback I have is to make the candles on top a light blue instead. The dark blue throws the color palette off a bit.
The part that looks off to me right now are the pure white voxels in your screen shots. I understand they aren't pure white in the editor but what it ends up looking like in game is what matters. So I would suggest making the areas that are light blue that become white because of glow a bit darker and more saturated. That should convert into game better.
I would make the dark spots a bit lighter. Maybe a light blue or something? Possibly smaller as well. Right now I feel like the spots sort of take away from the overall look when they could be complimenting it. Setting back to active for now. once you've made some adjustments just set it back to review and a mod will look it over again :)
I like the pistol and the colorful toy like nature of the laser blaster but the blaster feels unfinished. Maybe if you made the light blue casing metal and the dark blue also more of a metal feel and made the inner part glow? Here's a quick paint over to show what I'm talking about. http://imgur.com/DkSUTgt I only did the left gun so you can compare. Doesn't have to be exactly like this, just suggestions but I do think it can be taken further. Once you've mad some adjustments, just PM me and I'll take another look. If they are good to go, I'll take them then :)