Intro Help

Started by Jankme, Mon 09/06/2003 17:21:18

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Jankme

I want to make an intro that explains the story so far like the beginning to "6 day assassin".  How can I do that?  I would also like to show some pictures behind the text as i explain the story so far.
            Thank you

Scummbuddy

Create a room and save it as Intro.crm

Then on that room:

"Hide player character" if need be (probably not)
Then, depending on how many frames of different pictures you want.

If its not that many, then have them all be different bg frames,(all must be same size) then
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SetBackgroundFrame
SetBackgroundFrame (int frame)

Locks the background to frame number FRAME of an animating-background screen. (Values for FRAME are from 0 to 4). This allows you to use the animating backgrounds feature for another purpose - you can have two frames of the background, one for example with a spaceship crashed on it. Then, once the right event has happened, call SetBackgroundFrame in the Player Enters Screen event to set the background before the screen fades in.
Call SetBackgroundFrame(-1) to set the default animating frames.

The frame lock is released when the game changes rooms.

Example:

if (GetGlobalInt(20)==1)
   SetBackgroundFrame(4);

will change the current room’s background frame to 4 if the global integer 20 is 1.
See Also: GetBackgroundFrame

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Or, if the amount you want is more... than create the room with all pictures linked like a banner.. or a long shot of all together.. kinda like the banner ad on the top of this page....

then you would
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SetViewport
SetViewport (int x, int y)

Locks the screen viewport to having the top-left hand corner at (X,Y) in a scrolling room. This allows you to manually pan across a scrolling room or to have the screen follow a non-player character.
The lock is released when you either call ReleaseViewport or the player changes rooms.

NOTE: The co-ordinates supplied are 320x200-scale co-ordinates, and will be automatically multiplied up by the engine.

NOTE: This function has no effect if the current room isn't a scrolling room.

Example:

SetViewport (character[MAN].x - 160, character[MAN].y - 110);

will scroll around and follow character MAN in a specific room, ( you must put this in the room's repeatedly execute event)
See Also: GetViewportX, GetViewportY, ReleaseViewport

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Then check out these functions to see which one pertains to what you desire:
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Display
DisplayAt
DisplayAtY
DisplayMessage
DisplayMessageAtY
DisplaySpeech
DisplaySpeechAt
DisplaySpeechBackground
DisplayThought
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- 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

furrylilkreature

I would make 4 black rooms with pictures in them, then now save the first one as room1.crm, and then go to animate backrounds put the four frames in order, set the speed (if possible), check hide player charactar, then click the red I for interactions at settings, select afer fadin display a message, type the message, then check off the display next message, type the new message and check it off, and at the last one don't check it off, also make a go button to go to the next level so that they can skip it or don't have to watch it again. sorry if it didn't make sense but there you go.
now is the time for all who are small and furry to unite

Scummbuddy

That's what I did the first time I made a test game, but I think my way, with adding wait commands would be faster... but its up to you.
- 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

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