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Thread: How do I change the colors of an active object in the complex( no chose one by one?

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    How do I change the colors of an active object in the complex( no chose one by one?

    I would like change object colors by counter value (for exsample: counter colors=1 ->replace color 1 with color 2 etc), instead of copying and pasting the frames, and recolor the objects. I'm traying make my game with few frames possible.

    I know method: replace color 179,0,1 by 203,0,1 etc, but in this way I have to spend much time.

    I would like to change the colors as if I put a colored veil on an object, in a simple and fast way.

    Take for example Centipede Atari, change the objects colors in the same frame, but not at random match by match!

    Sorry if I was not so clear!

  2. #2
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    Konidias's Avatar
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    Well if you can use HWA then there are shaders that can change the color/hue/tint/whatever of the active object...

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    HWA is a Multmedia F2 function, or an external program?

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    It's a separate runtime... you can find the forum for it here: http://community.clickteam.com/forumdisplay.php?f=219

  5. #5
    Clickteam Clickteam
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    HWA features are built into the latest MMF update.
    You just need to set the Display Mode under the runtime properties in your application to turn it on.

    So you don't have to download anything extra anymore.

  6. #6
    Clicker Multimedia Fusion 2SWF Export Module

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    HWA is a runtime that applies only to windows graphics libraries, ie DirectX9. It is almost always advantageous for windows .exe programs over the standard runtime, but most flashy effects in it will only work in .exe on windows and cannot be directly ported to other runtimes (like Flash, Java, iOS). Some of the other runtimes might offer their own similar graphical effects to HWA however, so its not impossible.

    One possibility, something you can potentially run once, but maybe not once-per-frame, is to load the animation of the object into another object or even external editor (for example the surface object), then change it somehow, export it to the hard disk, and use the "Load Frame" action to replace your old animation with it, then delete the temp file.

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