mryouallrock said:
And yet the colour sometimes splits in yellow and red like this. Does anyone know a way to fix this?
Not a bug. The normal SDT iris sprite is drawn with bright and dark bands because that's what human eyes look like. You'll notice that all of the "preset" options in the iris palette and relatively dark (B<40) and moderately saturated (S~60). When you apply a custom colour which is bright and saturated, one of the color components (in this case: Red) can exceed 255.
Videogames can sometimes "solve" excess brightness by distributing it into the space around the extra-bright point ("bloom lighting").
Flash has this ability but it must be enabled on a per-element basis and it's kinda finnicky. SDT simply discards the excess, and therefore the player notices a significant colour discrepancy within the iris (the outer band is incorrectly balanced and too dark).
Workarounds:
- reduce the brightness and saturation - decrease R and G, increase B. The eyes will seem less intense, and may not match those of the character you're trying to duplicate, but at least they'll be self-consistent.
- use an alternate iris which has less-pronounced bright and dark bands (the "Sharp" iris can produce a vivid orange although it's less lifelike)
- stick with the normal iris; use alpha blending to soften/blur the difference between the bright and dark bands. Example: R 200, G 65, B 0, A 165
- browse (or Search) through the Loader mods. You'll find several additional eye and iris options which may be more suitable for your character.