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UGHHH i need help here...
Posted on June 20, 2012 at 20:30
Does anyone know how to set a blend color for an entire tileset? Either for an entire tile set or for an entire tile layer. I can't seem to find a way to do it in GM8.1... If I can't find a way to do so, I may not be able to do a day/night engine like I had hoped :O
Also, Depths 2D is looking shweet. It's a lot of fun doing 2D too, forget 3D Depths mwahahahahahaaa. mmm. 3D was really limiting now that I think of it. //////////// MORE INFORMATION IN THE COMMENTS //////////// also, i thought i'd try ending all codes with draw_set_color(global.rgb) instead of draw_set_color(c_white) hoping it'd effect the tiles aswell and everything else unless otherwise specified at the beginning of the draw code on a per-object basis. the best way i can explain it is, i really need a function like this imaginary one i just made up i wish existed. draw_tile_layer_set_color(layer,color)
+2
Dev - Er, any ideas how to make this work?
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i can see that possibly being useful for something else. but i have a variable, global.rgb and its = to draw_set_color(global.redv,global.greenv,global.bluev), these 3 variables change smoothly and independently to fade to different colors that are used for all objects and tiles with the exception of light sources [e.g. sytro's goggles and suit lights, the gun beam, flames, and layers of reflected light and stuff]
Then you probably want to create backgrounds on the fly.
Another useful function: Quote surface_save(id,fname) Saves a png image of the surface in the given filename. Useful for making screenshots. I asked about the tiles because the only way to change these like you want is with the tile_layer_find() and I think that's a bad idea to go about it but you could make nested for loops and check each grid cell in each layer that needs change...
I think this is the best way to do it:
http://www.64digits.com/users/SpectreNectar/tint_tileset.zip
Sure
But you're right it is creating an external resource as well as changing the draw target so you'd probably want to do it maybe once a second or something. Or you could test it on a poor machine ^^ [step event] Code if(tint_counter>=room_speed) { tint_tileset(NAME OF YOUR BACKGROUND, make_color_rgb(global.redv,global.greenv,global.bluev)); tint_counter=0; } else tint_counter+=1; Remember to set the tint_counter to zero somewhere first..
Come to think of it... if you reuse the same color many times then maybe a system could be devised where several backgrounds are stored in the games memory and then loaded back in when reused. Like you could have a palette of backgrounds with maybe 5 or 10 indices that are course variations of a color scale. And use those when a similar color is requested. If you stored all colors in a list struct then it wouldn't be very expensive. But maybe you wouldn't even need to create any new backgrounds. Maybe you could just rely on your "palette". Depends on the configuration.
Heh I'm glad you think so. I'm having fun making this. Haven't made anything in GM in a while ^^
http://www.64digits.com/users/SpectreNectar/tint_tileset2.zip |




Or can't this be of use;