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Jason Orme

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27th January, 2008 at 18:35:16 -

You know when a boss is nearly dead, and its represented by them flashing a color.

Anyone know a way that this is possible within MMF2?

 
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Candy Cane
27th January, 2008 at 18:39:24 -

Newbish advice:
well if he's not many colours, replace colours? (although for me this usually slows a game down)

Or just have one of your animations as him blinking.

personally, Id just clone the boss active and replace all the colours with like red for example, have the red sprite aligned with the actual sprite and make the red version flash when required? that way you can also sync up the animations and flash at the same time, instead of having him only flash on a certain animation... if that makes any sense

 
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27th January, 2008 at 18:55:52 -

Unfortunatly its a detailed sprite with many animations.

 
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Candy Cane
27th January, 2008 at 19:06:36 -

the last option then? Just clone it, make the sprite in every frame red, and

Always set animations of red sprite to those of regular? Surely that would work?

 
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27th January, 2008 at 19:06:45 -

make a separate animation for when it gets hit. And have that animation flash.

 
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27th January, 2008 at 19:08:28 -


Originally Posted by cec¿l
make a separate animation for when it gets hit. And have that animation flash.



Its a permanant flash, not just when they get hit.

Why can't Clickteam just do a nice simple pallette swap feature

Image Edited by the Author.

 
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Candy Cane
27th January, 2008 at 19:12:32 -

My method really probably would work -.- and very fast to do too.

 
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27th January, 2008 at 19:18:38 -


Originally Posted by -Adam-
My method really probably would work -.- and very fast to do too.



The problem is, its not quick. A good idea yes, but far too much work when considering the boss i'm doing is made from multiple actives, the flashing won't all flash at the same time as the speed of the animation will mess things up.

The replace color feature would work, but is a poorly executed feature, doesn't even allow you to pick a color from the active the event is about, you sort of have to guess from 16 million + colors.



 
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Candy Cane
27th January, 2008 at 19:27:47 -

It is quick. Using the filled-rectangle tool. set it to your desired colour at the opacity of 99, drag it over the sprite twice BAM red.

 
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27th January, 2008 at 20:03:52 -

is there any extension that can retrieve the color from a position on an object? I know overlays can do this with the image on them...

 
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27th January, 2008 at 22:17:07 -

Maybe Liji's colourizer extension will help you? I can't remember what it's used for though...

 
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27th January, 2008 at 23:10:27 -


Originally Posted by Pixelthief
is there any extension that can retrieve the color from a position on an object? I know overlays can do this with the image on them...



MMF2

 
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27th January, 2008 at 23:58:59 -


Originally Posted by Peblo

Originally Posted by Pixelthief
is there any extension that can retrieve the color from a position on an object? I know overlays can do this with the image on them...



MMF2



RGBAt("Active", x, y)

Image Edited by the Author.

 
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28th January, 2008 at 00:40:53 -

Maybe you just have to wait for people to start making custom ink effects for MMF2...
...is there an ink effect SDK yet? Or was there plans for one?

 
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28th January, 2008 at 17:55:52 -

That, or you could perhaps actually use the built in MMF2 palette swap feature.
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Candy Cane
28th January, 2008 at 18:06:02 -

I did mention that, but Im pretty sure it can slow a game down?

 
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Jason Orme

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28th January, 2008 at 18:09:25 -


Originally Posted by BrandonC
That, or you could perhaps actually use the built in MMF2 palette swap feature.



It doesn't let you use the dropper tool to retreive a color from the sprite in question.

Image Edited by the Author.

 
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28th January, 2008 at 18:41:16 -

It is a bit of a convoluted process to use "replace color"... I really wish MMF had mid-game palette-changing support, or that the palette object still worked...

Anyway, if you are planning on trying the "replace color" method, I'd suggest you make a separate Active Object from the one whose colors will be changed, put on one row a pixel for each color of the object you're changing the color of, and a second row with a pixel for each new color. Then you can use "replace color" along with "get color from...", referring to this object to get the exact colors you need. The handy part is that you can also use this object to switch the colors back.

...I hope that was explained well enough...

 
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28th January, 2008 at 19:03:23 -


Originally Posted by -Adam-
I did mention that, but Im pretty sure it can slow a game down?


I don't know if it's really fair for me to say I haven't had performance issues with it, but I haven't. Again, this could be simply because where most people get 30fps, I still get 60fps. Not bragging, just implying that I don't have performance issues with color swap.

 
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Jason Orme

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28th January, 2008 at 19:28:42 -


Originally Posted by Fifth
It is a bit of a convoluted process to use "replace color"... I really wish MMF had mid-game palette-changing support, or that the palette object still worked...

Anyway, if you are planning on trying the "replace color" method, I'd suggest you make a separate Active Object from the one whose colors will be changed, put on one row a pixel for each color of the object you're changing the color of, and a second row with a pixel for each new color. Then you can use "replace color" along with "get color from...", referring to this object to get the exact colors you need. The handy part is that you can also use this object to switch the colors back.

...I hope that was explained well enough...



Can't actually find the "get color from..." that you are refering to

 
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Fifth

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28th January, 2008 at 20:31:13 -

Lessee... it's actually called "Get RGB at ..." and you can find it from the expression editor, on any Active Object.

 
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