Give me a Pixel's Recent Forum Activity

  • 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

  • For what, making the tiles or generating them? And will I need to make all 47 tile? (I think there are 47 to include any shape possible)

  • Hello,

    I am going to make an RPG style top-down game (Demoniore style). It is based outside and I have the needed tiles for the ground. The map will be fairly large, and will be mostly proc-gen. What I need help with is the water and, if I decide to add them, raised areas. Lets just stick with water for now though. I have the standard cross tile for the water:

    How will I make pro-gen bodies of water? Obviously it will be a tile system (16x16).

    Thanks,

    Give me a Pixel

  • Look at Kiwi Story's jump system. It is under the ePlayer event sheet.

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  • Here is a Car Physics behavior made by CodeMasterMike. It would be absolutely perfect, however it is for C2. Any chance this will be converted to C3? If not could we have the code so somebody can convert it? I would gladly do it but I have no clue how to make a plugin at all. . . I would also be willing to learn how. Help, somebody?

  • Yes, the latter is what I was planning on doing unless someone could come up with a better way, see my first post.

  • savvito123

    That looks like it would work, however the problem is that the damage needs to be calculated by the number of blocks fallen, not the time in the air. That is probably not what I'm looking for either, but thanks anyway. Sorry if I'm being too picky.

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Give me a Pixel

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