Recently, I’ve been working on a game that has character customization, and just for the heck of it I decided that I wanted it to use sliders of some kind (alongside text boxes for typing exact values) to let the player basically choose any color they want for their character–kinda like in Feral Heart or Dawn Of Eternity, if you’ve ever heard of those games, but with a few obvious restrictions where needed.
I already have a basic idea of how I’m going to do the math for making sure everything comes out the right color, but I’m not sure how I’ll implement the sliders themselves. I was originally thinking of doing it with scrolling frames, using the CanvasPosition property alongside some fancy math to return a number between 0 and 255, but I feel like it might not be the most efficient method, especially given that different screen resolutions could throw my math completely off if I’m not careful. Are there any alternative or better methods I should look into?
Do you have a link to a specific game of his where I can look at his sliders directly? I’d like to see them in action while waiting for him to come online.
In the 3 hours or so that have passed, I happened upon a free model that basically had what I needed, with some bugs that took just a couple of minutes to fix. I’ve heavily modified it for my needs and it works perfectly, so I guess that’s that.
I would like to comment that sliders is the wrong UI for color. You should just copy the brickcolor palette from studio, it will be way easier for people to use and your game won’t look like crap because people pick bad colors thanks to the selection UI (You will see… this is a real concern. People tend to muddy / oversaturated colors rather than a good middleground).
I already have that taken into account in how I will calculate the actual colors displayed on the character (with it being among the obvious restrictions I mentioned before, alongside color range restrictions to make sure players don’t make their character that’s of a blue species bright orange), but thank you for your input anyway. I would rather not use a preset pallet unless absolutely necessary because I will always get players complaining that they can’t get the right colors for their character–before color3 was a thing for parts, I myself genuinely struggled to make models of my characters that were even close to the right colors.
I say it’s okay to nudge the player away from doing something stupid, but doing what could feel to them like punishing them for having an already existing character whose perfectly reasonable colors fall outside the game’s limited color pallet just doesn’t sit right with me. In the end, if my own calculations don’t work out and someone makes a really ugly character, it’s still their character and I would never force them to change it. If it’s really that bad, either someone will tell them and give them advice on better colors, or they’ll see other people’s nicer-looking characters hanging out or roleplaying together and want to look more like them. The only things that would make me want to intervene at all are if they make an ugly character for the express purpose of bothering other players (for example, intentionally trying to ruin screenshots or fill up an innocent player’s screen with their brightly-colored body), or if other players attack them for not looking quite as nice as them (especially if they give no constructive criticism, ie they’re literally just insulting the poor kid).