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Well… First of all we need to address your methods…
You do know you can iterate and adjust values to reproduce the same outcome?
What are you trying to do exactly?
Don’t feel like reading all of that.
(Goes on for 257 lines of the same type of text…)
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No, we need to change how you’re doing it.
What exactly changes on each frame, is it just the position?
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Mind showing me a picture of the end product it produces?
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local IMG2RBX = Instance.new("ScreenGui",game.Players.LocalPlayer.PlayerGui)
for i = 1, 256 do
local newFrame = Instance.new("Frame", IMG2RBX);
newFrame.BorderSizePixel = 0;
newFrame.BackgroundColor3 = Color3.fromRGB(255,255,255);
newFrame.Size = UDim2.new(0,1,0,1);
newFrame.Position = UDim2.new(0, 0, 0, 0);
wait()
end
You have too much local variables. Use a for loop.
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You still need to edit the position and color. ![]()
Hence why i’m trying to ask you what it’s supposed to look like.
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Oh ok, so pull that data from the array for each frame then put it into the pos/color in the loop.
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Do you need help setting up the array or figuring out how to connect it in the loop?
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Get an array with color/pos and tie it into the loop.
Use the key for the tile layout.
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Function or no function, works the same way. You’ll need to make an array.
PosAndColor = {
{colorvalue, posvalue},
{colorvalue, posvalue},
{colorvalue, posvalue},
}
If the positions just make a shape you can use math to get rid of that issue or use a UIGridLayout and number the order they go in based off the key of the main array; however, the gridlayout can mess up the image.
