Crypt of the NecroDancer

Crypt of the NecroDancer

Mega Color Swap Pack!
14 Comments
AllSeeingAI 19 May, 2021 @ 6:53pm 
did it get updated to be amplified compatible?
Argent-SZ 19 Jan, 2018 @ 3:51pm 
Crypt of the NecroDancer: Dark Souls edition
Cherry Pixie 7 Jan, 2018 @ 3:50pm 
Is thIS A J O J O ' S R E F E R E N C E
CalorieThief  [author] 24 Jan, 2017 @ 8:30pm 
Annnnnnnnd everything is crashing with the DLC :freedanpixelartcry:
I'll be trying to fix this ASAP!
CalorieThief  [author] 23 Apr, 2015 @ 1:44pm 
Ok, mod originally crashed earlier due to the new update adding some differently sized texture files, but it's fixed now, I think.
Comment if anything is still causing the game to crash and I'll get it fixed up asap.
CalorieThief  [author] 12 Mar, 2015 @ 3:51pm 
Ok, this one was made pretty quickly, I was mostly just too lazy to make it a little earlier. :accepted:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=406838685

Everything I could make grayscale, I did. Only the map couldn't grayscale.
I'm not sure how much you're going to enjoy this addon, considering its nearly impossible to tell some things apart, but if there is anything you want changed, don't mind commenting, I'll be on it.
CalorieThief  [author] 10 Mar, 2015 @ 7:13pm 
I'll get right on it. :mecury:
Sly-Scale 10 Mar, 2015 @ 3:29pm 
Ooh, after you're done with this mod, could you make another one that grayscales everything in Crypt of the NecroDancer? Could go a step further and make bats/slimes/skeletons/mushrooms/armadillos/goblins/etc. the exact same grays as each other so you have to observe their AI/assume they're the deadliest variant.
为让我心醉的你 30 Dec, 2014 @ 6:05am 
That Deep Blue boss looks amazing
CalorieThief  [author] 7 Dec, 2014 @ 4:14am 
Ok, after little tweaking, it might be a little better now.

Zone 1 is gonna be a shade of blue now, although it might be too drastic of a difference, let me know if that's the case.
The dance floor (Zone 1) is back to blue and purple.

As for zone 3, it was a little hard deciding what to do on that. As for now, I've made slight contrast change to the monsters, so they should stick out a little more.
Also, the dance floors are a slightly different color, although I didn't change it much considering that I wanna keep the colors repective to warm and cold colors.

Lemme know if any of the changes help or hurt it. I'm readily avaliable to get back to it if things don't work out. :thumbsup:
brickey.8 6 Dec, 2014 @ 2:08pm 
Yes, that's much better. I didn't get any enemies confused this time.

The only "lack of contrast" issue left is coins against with the red tiles in zone 1, which isn't too bad since only half the tiles are red half the time, but the original color scheme had no such instances. Otherwise, my only complaint is that there's a bit too much grey in zone 1 and a bit too much yellow/bright green in zone 3, since there's enemies and floor tiles (and for zone 1, walls) with the same colors. It doesn't make things hard to see, but it doesn't look very pretty. Maybe you could make fire themed enemies another color? (Don't change the ice ones because the green ice looks really cool)
CalorieThief  [author] 5 Dec, 2014 @ 9:15pm 
Done and done... I made a lot of changes, along with a new new things.

Coins are now green, they should contrast a lot more to the ground than red, but the red blocks are staying, mostly because having green blocks would kill everyone's eyes.

For the rule of ascending hardness, the pattern is green<purple<red now. And I fixed the things with the banshees being swapped by mistake. Skeletons and bats and a few others follow the rule, so they should be easier to disginuish in terms of tiers.

Water is red now, as far as zone 1, as well as the tar in zone 2 in case you meant that too, and the "unbreakables" which I was assuming was the clay blocks that distingush the end of the map. The Stone walls in zone 1 are untouched, but I'll be getting to those soon.

There's also gonna be a few changes in chest colors, so let me know if that is a problem.

Lemme know if there's any other changes you think are needed in this mod, I'll be happy to oblage whenever I can. :B1:
brickey.8 5 Dec, 2014 @ 5:38pm 
Wow, this is extensive. The new dungeon colors and most enemies are very cool, but you made a lot of the enemy colors way too close together--even as the bard I was guessing for white/yellow skeletons and blue/red bats. And in some cases the colors closest to the new one correspond to the opposite colors in the original game (ie you made stronger banshee blue). I'd suggest sticking to a rule for ascending hardness, like gray<blue<black<red or something.

Also, red coins are hard to see against some of the floor colors (I'd suggest a different coin color), and at least once I walked into a puddle of water I didn't see because the floor color was too close to it. And I'd suggest making the undiggable walls a slightly further-away color from the zone 1 walls.