Best way to make an intro slide show?

Started by Minimi, Wed 29/10/2003 16:36:25

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Minimi

I'm making as my intro some fullscreen 320x200 pictures, wich will be a cartoon to see. I want to show it like this. When you do "new game", then picture #1 must show up. When user clicks picture #2 shows ... and so on, untill last picture and then the game starts. Do I need to make a new room for every picture, or is there an better/easier way?

quintaros (at work)

I believe you can do it in a single room, using the create overlay feature for each image.

Minimi

Can you explain some more, because I don't understand :P

quintaros (at work)

Well I haven't done an intro yet myself so I don't know exactly where the script would go.

Basically you'd need to import all of the slide show pictures as sprites and then use the CreateOverlay, and RemoveOverlay(?) commands to make them appear and disappear as the player toggles through them.  

Read up a bit on overlays and if it is still unclear let me know and I will try to elaborate later tonight.

Scummbuddy

#4
you could have all your bgs be connected one after another.  then if userclick then move viewport over...and so on. ( on one scrolling styled bg)
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

CB..

allso how about using the animated backgrounds with a slow animation speed ?
 

Scummbuddy

well, he wants it to change on user click, so unless you just run the animation on that click, and that it would only be one frame of animation, really.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

CB..

ah got it!. .hadn't thought of that..!

Gilbert

Quote from: Scummbuddy on Thu 30/10/2003 01:02:18
well, he wants it to change on user click, so unless you just run the animation on that click, and that it would only be one frame of animation, really.

Well, he can use SetBackgroundFrame() anyway.

And the overlay idea can be good too, but I think it's better to use the raw draw functions to wedge the image on the bg rather than overlays, as overlays are "floating" thingies drawn on top, it can cause a more noticiable slowdown if the images are large.

Minimi

So what are you saying, should I make an animated background and use set background frame?? How much frames can I make?

MrColossal

5 with animated backgrounds

scummbuddy's solution is interesting i wouldn't have thought of that
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