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sunmaggot

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  1. I want to update something. I caught it. I knew how it happened. I said that the colour changed, this was found when I applied overlay blending. Now I saw it happened again. I am not sure if this is a bug but I will tell you what I saw. I am using a colour with hex code 745A3A. For convenience, I set both primary colour and secondary colour to be this colour but one of them has its value changed. The HSV says that H = 33, S = 50, V = 45. And you can try to reproduce this little error. Add 1 to V, then switch colour by using X, then switch again. It changes from H = 33 to H = 32, V = 46 to V = 45. So what I saw about the overlay blending was not wrong. I am aware of this issue after looking at what Pratyush said. I thought when I use HSV, then changing V should keep H and S the same. After some time of drawing, H = 33 became H = 24. I was aware that the colour becomes more orangeish. I think the H and V shifting was the reason why I thought there was error in the colour palette.
  2. Oh no! I think I made a mistake. What you said was correct. It will only do one time change. When I change S and V, it will affect RGB value for once only.
  3. What I mean is that when the value is changed, it will change the RGB values. For example there is a colour which has value of 50. When I change value to 25, it becomes another colour, with another hex code. But when I change it back to 50, the hex code is not the original one. I think this comes from the approximation error when I use the slider. The "lock" option I suggest will always approximate according to the original hex code. That is if I change value from 50 to 25, then change it from 25 to 50 again, the hex code will go back to the original colour. This is what I mean "locking it". The result will be that the variation of value is reversible. If I change value from 50 to 25, then from this 25 to 75, the result will be the colour if I change from 50 to 75. Then the original hex code is actually conservative. I hope this makes sense but I don't really know the program behind. I am just suggesting a little feature.
  4. I am working on spritesheets and found out a little problem. Since I can't mix some of the colour accurately, I often search for the hex code of a particular colour. And I have to also change the value of the colour to get the brighter colour and darker colour. I found that after every time I change the value, the hex code actually changes a little bit. This problem is hardly seen but when I apply overlay blending, the changes become more obvious. So I need to retype the hex code to obtain original colour. If there is a "hex code lock" option, that is all the sliders changes will be based on the typed in hex code, then the colour palette will be more convenient to use.
  5. Spent 1 hour to create this. I used the plugin to create different tiles that can link together in all combinations. The grid is so subtle that it is almost hidden!! Thank you very much for the plugin!!!
  6. You can draw a colour map on a separate layer. Then draw dots on another layer with one single colour. Then use magic wand to select the dots, go to colour map and copy selection. Then paste the copied parts on to the layer you desire to get coloured dots. However, this cannot fully control the dots colour. For example, you may want a specific order of colour, which is not easy to achieve with this method. If you want coloured dots with specific order, you can paint your colour map while looking at the dots so that you can control the colour. It may not work for crowded dots. However, if you are making crowded dots, you can try to use Brush Factory plugin to do the job.
  7. You can try to use Adjustment -> Hue/Saturation... to change colour tone. However, it will change the colour of the whole layer, so put only the objects you want to modify into one layer. For fading transparency, you can try to use transparency mode in gradient tool to help you.
  8. @Joshua Lamusga This plugin saved a lot of time to draw grass!! I just adjust setting then BOOM, grass.
  9. In LibGDX, the default blend function provided in spritebatch class can only perform simple blending modification such as changing the formula of blending. If I want to make overlay blending, I have to write a shader program because of how overlay works. This is why I am looking for a simple algorithm that can produce similar effect. After hours of searching, I ended up finding a website that can let me try the blending. http://www.andersriggelsen.dk/glblendfunc.php The following chart shows what I am talking about. By modifying blend function, some modifications can be done. https://goo.gl/images/q3vkpM I use GL_DST_COLOR (source) , GL_ONE (destination) for my blending now and it seems that it can do what I want. This skips shader programming. The reason I didn't bring up these things before is because I feel like this is not about the original problem anymore. But it makes things confusing, so now I am posting these.
  10. To clarify, I am not complaining, but I want to see if there is a way to do overlay blending without checking every pixel. This is why I attempt to get overlay blending by screen and multiply. It seems overlay is unique blending and is not easy to produce similar effect.
  11. @MJW The thing I want to make is some uneven light shining on my map of my game. The overlay blending effect seems very good but it requires me to make a shader that checks every pixel, just like what @Ego Eram Reputo said. Now my solution is using: GL_DST_COLOR + GL_ONE
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