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Thread: Changing colours

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    Changing colours

    Hi. I'm working on a shoot-em-up style game and I'm currently attempting to create visual effects for when the player or an enemy takes damage. I'm trying to make it so that when an object takes damage its colour changes to red for a split second. I can't simply create red "hit"-animations for all the objects, as they all have several animations, and a lot of my events depend on animations. I need the animations to continue as usual when the objects are hit. I know there is an event that can be used to change all pixels of a specific colour to another, but this would be incredibly time consuming and convulted. Is there a way to change the colour of an object during runtime without affecting its current animation? If not, does anyone have any suggestions for other ways to create good "hit"-effects?

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    Re: Changing colours

    I think "RGB coeffiecient" in the properties of the active object might do what you want. I believe it is also programmable via the event editor so it might work.

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    Re: Changing colours

    That's a HWA-specific feature though.

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    Re: Changing colours

    You could use a semitransparent active to cover it :-/

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    Re: Changing colours

    Quote Originally Posted by RickyRombo
    You could use a semitransparent active to cover it :-/
    I am not using HWA, but using a semitransparent active might possibly work. But wouldn't that object have to overlap the active object exactly? That would be hard with the amount of animations and animation-event I am using.

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    Re: Changing colours

    Yes it would, and true that would be difficult.

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    Re: Changing colours

    Quote Originally Posted by OldLongDragon
    Try using the feature that allows one to change a specific colour. You'll find it under "animation" I think. The condition would be that the getting hit animation is playing. But of course you would probably have to use a negate action or close a program group to change it back when the getting hit is not playing.
    Indeed that would work as well, but since one has to specify the exact colour, it would unfortunately take ages to do this for all colour in every object. A workaround with a semitransparent object would probably be a lot faster, if stil inefficient.

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