Colors looks dull when playing the game but not on the rpg maker logicial

Hi, I have a problem with the rpg game player.

I’ve drawn my map on Ibis paint X and its colors looks vibrant on the game maker engine but on the game player it looks dull.

I have a feeling it’s a problem with the windows 11 system because my photo app makes avery pictures looks dull and desaturated. does anyone has the same problem and know how to fix it?

BTW I’ve already the HDR setting off so it’s not that…

Here’s the og map

Here’s the one in game.

Does anyone knows how to fix it?

that Photos app clue is the most useful thing here. an image that looks right in one program and dull in another on the same machine is nearly always carrying a colour profile that the two programs read differently.

here is the likely mechanism. your paint app and the editor preview honour whatever colour profile is embedded in the file. the running game almost certainly does not. engines load a PNG straight into a GPU texture and that path reads the raw pixel numbers and throws the embedded profile away. the numbers then get treated as plain sRGB no matter what space they were authored in.

Ibis Paint often exports in a wide gamut space such as Display P3. wide gamut numbers interpreted as sRGB come out flatter and less saturated. thats the dull look you are describing and it also explains why the effect follows the file into your Photos app.

you can settle whether this is the cause in about a minute and it costs nothing. open the map PNG in GIMP. if the file carries a profile that isn’t sRGB then GIMP announces it on load and offers to convert it. ImageMagick answers it too. run magick identify with the verbose flag on the file and read the profile lines.

if that turns out to be it then convert the file to sRGB rather than strip the profile. converting rewrites the pixel numbers so they still mean the same colour once something reads them as sRGB. stripping only removes the label and leaves the wrong numbers behind so the game looks exactly the same afterwards. in GIMP the path is Image then Color Management then Convert to Color Profile and choose sRGB. export and reimport.

worth ruling out first because it takes half a minute. make sure no screen tint or colour filter effect is left active from an earlier test. those persist more often than people expect.

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Does it look dull in the playtest window too, or only in an exported build? And when you say it looks vibrant on the engine, is that the AGMaker viewport, or Ibis Paint open next to it?

The profile check CSAF mentioned is worth doing since it costs nothing. One thing I’d keep in mind though, Godot isn’t color profile aware anywhere, so the editor viewport is reading the same imported texture the running game does. If the profile in the file were the cause I’d expect the viewport to look dull too.

If the viewport is the one that looks right, then I think something in the scene is changing it at playtest. Could you post a screenshot of your GameScene node tree, and the Inspector for whatever the map image is sitting on?

Quick test in the meantime, drop that same image into a brand new empty scene as a plain Sprite2D and playtest it. If it’s vibrant there then it’s the scene setup and not the file.

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Thank you both for your time and responses. :folded_hands:

I’ve check on GIMP and the profile is indeed sRGB. Also I’ve shared the doc of the game to someone to test it on another devices (they have windows 10) and the colors looks great. It’s only dull in my PC.

Does it look dull in the playtest window too, or only in an exported build? And when you say it looks vibrant on the engine, is that the AGMaker viewport, or Ibis Paint open next to it?

It’s on both the playtest window and exported game. It does look vibrant on the RPG maker software.

I have this problem with my photo app, the screenshot I make with the “Print Screen” and the playtest window (+ exported game too) now. Editing picture apps like paint and gimp load the picture just fine.

I’ve also went to a PC shop and saw the same problem with other new PC so I’m assuming it’s a windows 11 problem.

I have the HDR and the auto color management down and have the setting in SDR profile.

I have a gut feeling that my PC force the photo app and the RPG viewer (idk the name) to use HDR because the colors looks EXACTLY like when I put the HDR on my system.

Thanks for testing all that. Between GIMP reporting sRGB and the other machine showing it fine, I think that takes both the file and AGMaker out of it. There’s nothing on the engine side I’d change at this point.

The part that stands out to me is GIMP and Paint being fine while the Photos app and the game window aren’t. That could be the display profile Windows has assigned, since apps that color manage to it would get the flat version while the ones that don’t stay vibrant.

If you want to check it, the old control panel is more reliable than Settings for this. Press Win + R and run colorcpl. On the Devices tab pick your monitor, tick Use my settings for this device, and see what profile is sitting there. If it’s a vendor or calibrated one, try adding sRGB IEC61966-2.1, set it as default, and reopen the game.

Past that this is a Windows display question more than an AGMaker one, so a Windows or monitor specific forum will probably get you further than I can.

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