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Solgryn

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3rd February, 2010 at 16:24:47 -

Are there any ways to individually replace the color of the same active? Like if its on layer 1 it's blue and if its layer 2 it's red?

I tried with loops, but the active>replace color can't be set individually.. Any extension??

 
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Sketchy

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3rd February, 2010 at 17:10:47 -

I think maybe using a pixel shader it might be possible, depending on exactly what it is you are trying to do.
There are no extensions for it that I know of.

 
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Solgryn

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3rd February, 2010 at 21:05:57 -

I am trying to have the same active object have different colors when on different layers.. I have multiple of this object. For example a spike on each layer.

I'm not using HWA

 
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Del Duio

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5th February, 2010 at 16:54:22 -


Originally Posted by Solgryn
I am trying to have the same active object have different colors when on different layers.. I have multiple of this object. For example a spike on each layer.

I'm not using HWA



I believe the answer is no. I tried doing something before where when one monster was affected by something it had a certain color changed but even with fastloops and sorcery ALL of the similar copies of the object's color were changed.

If you can find a way to do it, let us know though!

 
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5th February, 2010 at 18:12:47 -

duplicate objects all share the same image set

replace color makes modifications to that set, and in fact it would be a bug if you found a way to do this on a per-instance basis

so no, you can't, unless you have duplicated animations and have objects on layer 1 use animation 1 and objects on layer 2 use animation 2 (which itself is limited). shaders could solve this to an extent but this depends on how many colors you need to change, as when writing a shader you have to determine ahead of time how many colors you need to change.

something like this could be possible if attempts to modify one of an instance's animation frame actually copied that frame into a local store for the object instance; it would use a local version of a given frame instead of the shared version, if it existed. that has the potential of being somewhat slow though, especially if they were huge sprites. there would also still need to be actions to modify the main bank if you DID want to change a frame for all instances, since if you think copying a frame could be slow for one object...

... this is kinda why i'm behind mmf3 being rewritten from scratch and making data global to all frames by default. so in effect, active object image banks wouldn't have to be tied to just one active object "class", and during runtime they could switch between banks

 
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