Give me a Pixel's Forum Posts

  • Ah, thank you. I didn't see that.

  • dop2000

    How do I use that in my game? I made it so the h, s, and v variables were set to the slider bar's value. I then tried copying the JS box from event 3 into my game, but it didn't change the r, g, and b varaibles during runtime.

  • Thank you so much! You were so helpful.

  • Dop2000

    I generally do not spend money on things like this, but I'll keep your example in mind. Thanks anyway.

  • Thank you, I'll check it out.

  • HSl and HSV are the same thing. One stands for vibrance and one for lumocity. No difference. Here is the minimal file:

    dropbox.com/s/7nuoubx9cbzdja1/Replace%20Color%20-%20HSL%20Demo.c3p

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  • Yeah, I have three sliders: Hue, Sat, Vib, and I need to get them into RGB so I can use the "ReplaceColor" effect. Actually, I didn't even think about what you sent being wrong until you pointed it out :). Glad you caught it. I can still create a minimal demo if you need it.

  • Well, ok. I'll see what I can do. Can you just copy and paste everything into a C3 function or do I have to do some conversions?

  • Whoa that looks complex! And I don't know JavaScript, but I'll give it a try.

    Thank you.

  • Hey, I am making a menu that allows you to change how your character looks. You can change the color of some things, such as the eye color. I have three custom sliders, one for Hue, one for Saturation, and one for Vibrance. In RGB there are either three 255s or three 100s, but in HSL there are two 100s and a 360. My Hue slider's max is 360, and my Sat and Vib sliders are max 100. I have the "ReplaceColor" effect, but it is in RGB. I need it to be in HSL. How to I convert it?

    Thanks,

    Give me a Pixel

  • Hello everyone,

    Today I am looking for advice. I am making a top-down rougelike game. I have a character (not a very good one), with 12 animations: 4 direction walk, idle, and attack. If I wanted to make it where you can acquire different armors or customize your character, how would be the best way? Would I make different sprites (legs, torso, arms, and head) and pin them all together, and each part has the 12 animations for each piece of armor? That seems like A LOT of work and not very efficient. Honestly, I've never tried an skin addons because I'm not a big fan of 3rd party addons. What is your suggestion on how to do this?

    Here is the player's idle down animation:

    Thanks,

    Give me a Pixel

  • That worked. I used a 8 digit binary string and found the correct tile to use via dictionary. I am only using the tile from the standard plus (pic in first post) and it took 37 sequences. I looked up how many sequences can be made with 8 binary numbers and it was 256! I don't think I'll be doing that any time soon! :) Thanks so much for your help!

  • Thanks guys, I'll see what I can do.

  • dupuqub

    Thank you for your reply. How would be the easiest way to determine what tile is needed? Would there be code for each tile, each one a long list of compare at XY conditions?

  • Okay, I created a proc-gen body of water. It uses standard proc-gen programming via a tilemap and an array. The only thing I need now is edging it. There shouldn't be need for any more tiles than the standard plus tiles (see pic in first post). It will need to check the 8 tiles around it and determine what tile to use. What is the most efficient way of accomplishing this? It could either change the current (Red line) edges or create a new edge around the body (Yellow line), whichever would be easier. Here is one of the proc-gen bodies of water (obviously they're different every time):

    Give me a Pixel