[quote:2mltyyrj]that isn't really a workaround, that only lets you change the colour to as many frames as you can be bothered to add, certainly not 16 million.
If you want to let a player chose their starting skin/shirt/trouser/eye/etc colour (but not colour their entire body the same colour), and let them choose from a smooth gradient.
True, but keep in mind you can load frames externally.
[quote:2mltyyrj]I can think of a workaround which is just cutting out the bits I want to colour of the animation and always setting this new sprite's position on top of it, then using regular colour filters, but doing it this way is very clumsy.
That will work for some things, but you might get into trouble with higher frame rates.
[quote:2mltyyrj]In the image editor, it could have an "add new channel" option (or just have this in the launch explorer bit like I've suggested before), which creates a new mask which starts out looking like the transparency mask of the image you're editing (in black and white), you can then remove sections, then map this to a new filter (or even effect), so that the filter/effect only acts on this area (with intensity proportional to the brightness of the mask in that area).
I thought you wanted to do this at runtime?