Change Color of Backgroundsprite of Scene

Lanzy

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Dear Forum,

I am trying to change the color of the blurred out background, whenever a Menu Scene is created.

So far I have tried out following parameters that DID NOT work:

._backgroundSprite._colorTone --> changing RBG Array did nothing
._backgroundSprite._blendColor --> changing RBG Array did nothing

What DID WORK, but I do not understand the logic behind it:

._backgroundSprite._tintRBG --> default value set to 16777215

When I try out random different values for the ._tintRBG, eventually I get some different colors.
However, I have no idea how it reads the value and also I don't want to change the tint, I want to change the actual
base color.

What am I missing here?

Thank you in advance for any help or advice.

Kind regards,

Lanzy
 

Shaz

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You change it in the System tab, where it says Window Colour.
 

Lanzy

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You change it in the System tab, where it says Window Colour.
Hey Shaz,

thanks for responding so quickly.

The blurred background image when entering the Menu Scene is not a Window. It is a sprite added to the Scene. Therefore changing the Window Colors will not do anything for me.
 

Shaz

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I figured that's what you meant, because the only other background is the blurred map, which is whatever colours you've made the map with. So you want to add a tone to the blurred map image?

What about

this._backgroundBitmap.adjustTone ... ?
this._backgroundBitmap.rotateHue ... ?

Haven't tried any of these - just looking at the functions available for Bitmap.
 

Lanzy

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I found a somewhat satisfying solution.

apparently the tintRBG property is a decimal color code, which I never heard of.
You can look up all kinds of color codes here (very useful):


The Image Manager in MV makes a snapshot of the current Map Scene, blurs it and loads it as a sprite in the menu background. Therefore, I guess the only thing u can do is change the tint of the given sprite. I converterd the color code of my color to the decimal code and used that on the ._tintRGB property and it did not come close enough.

So now I simply added a new sprite with my color on top of the blur image sprite. That works fine for me now.
 

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