You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Description:
Changing the color of the gloop to green has a few weird coloring effects.
changing the coloring to green when it is created: turns blackish and then when it re-spawns, it turns red for the first frame before returning to its normal color. The re-spawn coloring is the same every time it re-spawns.
changing the coloring to green when it collides with an actor causes the gloop to turn black, and it stays that way.
Steps to Reproduce:
Make a new map. Change the hero to be gloop. Then create an event that triggers when the hero is created. Set the resulting action to change the hero's color to green. Then test the game.
Make a new map. Change the hero to be gloop. Then create a skeleton on a block right below the gloop. When you start playing, the gloop should fall onto the block with the skeleton on it. Create an event that triggers when the hero collides with the skeleton actor. Then have the resulting action be to have the hero's color changed to green.
Log Cat:
will be added soon
The text was updated successfully, but these errors were encountered:
Ok, the color reverting to white upon death/hit should be fixed now in v 0.2.
As far as Goop turning black.. that's not exactly what's happening. Because color transformations in OpenGL are negative by nature, if a turn something pink (like gloopy) green (which is the opposite of pink), we end up with no color at all (black). Try other colors and see if you get different results. Yellow for instance should turn him red (green minus everything but yellow is red). I'll look for a better way to do color shifting.
Description:
Changing the color of the gloop to green has a few weird coloring effects.
Steps to Reproduce:
Log Cat:
will be added soon
The text was updated successfully, but these errors were encountered: