Random tint effect on tiles

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  • Hi. I've just followed UnrealMedias Tutorial "Generating a Random Tile Map":

    construct.net/en

    ...and I want to add a new array wich contains a random rgb value for each tile and set each tile to this value on start of layout...

    can some hero please explain how I do this?

    Do I create a new array? Or can I add this random RGB value to the existing array?

    Tim

  • At awesome balls (link at signature) I simply did

    'on block created'

    .. set tint variables to random color

    Why do you need the array, you plan to save the colors for later use?

  • Yes. I'm gonna use grayscale tiles and tint them different for each level wich will be "randomly" generated.

    And that random level have to be saved so that you kind of create a new world every time.

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  • Anyone else? This is about addiing a random rgb value to an already existing array and tint the object...

  • Anyone else? This is about adding a random rgb value to an already existing array and tint the object...

    I'd probably generate string with rgb values: round(random(0,200)) & ";"& round(random(0,200)) & ";" & round(random(0,200)). Then, you can save that to your array and fetch the proper values with tokenat() - expression.

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