What's the problem then? Character.Tint DOES support grayscale and luminance at the same time. Region tinting does not.
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Show posts Menu int index;
while (index < Game.CharacterCount) {
if (character[index].Room == player.Room) {
Region *charregion = Region.GetAtRoomXY(character[index].x, character[index].y);
int lightlevel = charregion.LightLevel + 100;
if (lightlevel > 100) lightlevel = 100; //because character.Tint doesn't support +100 values
character[index].Tint(255, 255, 255, 100, lightlevel);
}
index++;
}
Quote from: Pumaman on Mon 28/04/2008 18:22:53* Added DynamicSprite.CreateFromDrawingSurface script function
QuoteAlso, the label's coordinates in the game/editor are still not representative of each other
Quote from: Stupot on Tue 29/04/2008 00:03:24Quote from: Emerald on Mon 28/04/2008 23:47:22
Who said it has to be confined to a singular room?
Urinate, the contest coordinator.
http://www.adventuredevelopers.com/forum/index.php?topic=1632.msg9762#msg9762
Quote from: skuttleman on Mon 28/04/2008 21:09:10OK. So we take a carebear, and chain him to a pipe and the only thing within reach is a seamripper...
Quote from: Pumaman on Mon 28/04/2008 15:23:58Getting the saturation and luminance from a light map pixel probably won't give you a decent result, because then you're effectively drawing three different components (colour, saturation and luminance) from the same source.
Quote from: tolworthy on Mon 28/04/2008 14:41:28Another idea that comes to mind (apart from the obvious one of animation) is to allow the offsetting of light maps according to a characters' position. And even scaling! Imagine a room where an overhead projector is turned on (using lightmaps). A character could walk between the projector and the wall and have the image shown on their face, offset and scaled in a dramatic way.
QuoteHeck, they could even cast a shadow! But I suspect that would be a lot of work for one gimmick.
DrawingSurface *backgroundsurface = Room.GetDrawingSurfaceForBackground();
backgroundsurface.DrawImage(0,0,spriteslot);
backgroundsurface.Release();
RawRestoreScreen(); //erase it
RawSaveScreen();
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