newt's Recent Forum Activity

  • Arsonide I'm loving perlin noise. Everything works exactly as needed.

    The dungeon plug sounds great too, just wondering If they could be used together on a z-height map.

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  • The grid movement behavior set to npc is a pretty good start for this. Its in a grid, so it will give an old school rpg feel to it. Theres a demo of the rts with turret behavior in with the templates. The turret behavior is a little easier to use than line of site, so you might give that a try as well.

  • Dunno, Sprites can display millions of colors, compared to images with pallets that usually only handle a few. Plus there's alpha transparencies.....

  • Yeah, doubt you could get an fx to do this, especially the second part. What you need is a brand new object that supports pallets. something like .spr or kiss .cel's.

    Btw did you know there is corner color filter?

    Then again you could maybe do something with distort maps color filter.

  • I believe the hot spot is used, yes. Or you can use, an image point, or just x,y coords with other methods.

  • Rich was working on an inventory object. Some of the suggestions made for it were for this kind of thing.

  • If I'm not mistaken it's essentially the same as:

    Always:

    sprite set position to mouse x,y

    Although the devs say all the behaviors take time delta into account.

  • [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?

  • Well there is one work around of simply changing that frame to another pre-processed frame.

  • Mouse behavior perhaps?

    Btw there is a command to hide the pointer in mouse & keyboard.

  • Try playing with the particles object.

  • Visual c++ pro.

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newt

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