CJ, I'm looking to see if we can get a more advanced version of the shake screen command.
As far as I'm aware, it is still a blocking function and there is no way of defining how long it lasts.
Therefore, I suggest a shake screen that we can set how much it shakes, how long it shakes for, and is not a blocking command.
For example;
ShakeScreen(1, 4);
Would shake the screen at shake setting 1 (so, a minor shake) for 4 x the current number of cycles. So, the default is 40 cycles to a second, 4 is 4 seconds.
ShakeScreen(1, 0);
Again, setting 1, but 0 would "Loop" it so it can continue on until
StopShakeScreen();
is called.
By not having it blocking, you can continue playing the game during an earthquake for example, or you can run a cut-scene with a shake through it, rather like in FoA.
Just an idea!
:)
m0ds
I believe I will need these functions too
Tearaway Island needs them aswell.
:P
m0ds
Isn't ShakeScreenBackground non-blocking?
Edit: Why yes it is, in fact it does about everything you needed. RTFM, m0ds ;D
I never knew it existed :P And you can specify how long it lasts?
m0ds
Since when has it been there?? Me never knew... :P
QuoteShakeScreenBackground (int delay, int amount, int length)
Shakes the screen to simulate, for example, an earthquake. The game is not paused while the screen shakes - it will continue in the background.
DELAY specifies the 'shakiness' of the shake - 2 is the lowest you can pass for this, and will create the most shaky screen.
AMOUNT specifies the ferociousness of the shake - ie. how much the screen moves by when it does shake. Here, 1 is a very tiny shake, up to about 30 for a ferocious shake.
LENGTH specifies how long the shake lasts for, in game loops. For example, 80 would be equivalent to 2 seconds at the default game speed.
You can abort any current background shake that is in progress by calling this command with the LENGTH parameter as zero.
Example:
ShakeScreenBackground (4, 10, 80);
will shake the screen a little for 2 seconds.
There ya go.
Well m0ds, looks like it's about time you upgraded from AGS 2.31 :P
I'm using 2.55 thank you very onion ring much!
:P
If you're using 2.55 then you should have read the manual, you n00b! ;D
So, anyway, when is CJ going to add a Windows version of the editor?
D'oh!
On a similar note, I could use 800x600 resolution for my gaem!!11 Please implement it now, Punaman! :P
Look, I've got to implement OGG music support first!
I think I found a bug in the latest version.
The make my game button didn't make me any game at all!!!!
yes, and when I run AGS in XP it looks very weird. All buttons are blown up, and the taskbar is blue!?? :S Is that a virus or bug??? :P
wow! a shake screen command! I never knew there was one of these at all! Let alone a fancy one that I'm not going to use!
I wonder what event I should tie to a screen shake in vegetable patch extreem turbo...
Spyros, you goof ;)
Heh, I never knew the other one existed either...I guess the help file is getting too large for my lazy ass also :)
WHAT ABOUT SETPREVCURSOR();!!!@@@22?
:P
--Snake
I have made SetPrevCursor(); command myself to my game... not hard...
int prevcurint;
function SetPrevCursor() {
if (GetCursorMode()==0) {
if (Character[GetPlayerCharacter()].activeinv > 0) {
SetCursorMode(4);
} else {
SetCursorMode(3);
}
} else {
prevcurint=GetCursorMode();
prevcurint--;
SetCursorMode(prevcurint);
}
}
;D
Pumaman, when will you implement the highly awaited hicolour support ?
;D
Hehe while this is funny, but to set a good example to N00bs, I think it's time to lock this thread. Ya know, if we "oldies" can continue posting such pointless things (I mean posting a lot, not just once or twice), why can't the others?
Moreover, this is the Technical Forum. ;)