Erayd
Member
Pretty much in the title. For whatever reason, that method only returns different values of blue no matter what I put in, no matter how I blend, no matter how I draw. However if I use just their value like c_red, then it draws and blends perfectly in to that color. I'm using values between 255 and 0 and I get them from colorpicker. As well, if I make the color instead using hex code in the format $c40600 then what I get back should be red, however I get blue again. But when I put the hex code in for green, 007f0e, I get a light green color as intended. So thats being wonky as well.
The above should net me red, but it doesnt. I get a weird blue, but if I change it to c_red, its red... I'm confused.
This is my draw code, it is currently just overlaying a rectangle however before this I was using draw_sprite_ext and using the color option to blend the new color on top of a purely white sprite. I was having the exact same issue
Also as a note, the reason why the variable used to store the color is different is because I'm passing it from the sprite that is dying to the particle being generated. The goal is to create particles with custom coloring depending on what blows up.
Code:
part_Draw_Color = make_color_hsv(359, 98, 79);
This is my draw code, it is currently just overlaying a rectangle however before this I was using draw_sprite_ext and using the color option to blend the new color on top of a purely white sprite. I was having the exact same issue
Code:
draw_set_color(color);
draw_rectangle(x, y, x + sprite_width, y + sprite_height, false);
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