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Messages - meese72

#1
Anyone out there, helllLLLooo (lonely echo effect)...lol!!
#2
omg i have nooooooo idea how to get it to do the earthquake shake while the game is playable...id post what I tried but it's embarrassing lol!  ???

Could someone be so kind as to show how it could be achieved? It would be sooooooo appreciated pretty please with a cherry on top! :)
#3
I'll look how I can  try to make all this possible to be playable while the shaking is occuring. Im still stuck but i just might be able to get it, well see lol!

Thanks a bunch guys  :-*
#4
oh, ok! So is that possible to take off so we can still play while the earthquake is shaking?
#5
Thanks sooo much guys!

Itty-bitty problem tho, I cant seem to get my player to move when the screen is shaking (during the earthquake). Its like its paused or something. Is there a way to make it so that players can still play/move/get around while the earthquake is shaking?
#6
umm, it works FABULOUS with directdraw and 16 bit (yay!!  :)), but when i tried 32bit or direct3d it didnt do the effect one bit!
#7
Ooh WOW yes yes YES! :o
gonna go try this coolness now, a big hug+kiss to you all for your generous help :-*
#8
I'm afraid it's not possible, right?  :'(
#9
oh hi! Well its not really a problem I have now, its more a new effect id like to create! Imagine an earthquake that moves the whole screen (like I can achieve now with shakescreen), but aded to that it grabs various screen frames, fades them out so it looks like its ghosting while shaking.

Watch this clip (of my johnny, who, omg, is soooo cute btw, hihi) at 6 seconds when he gets hit over the head with the bottle
http://www.youtube.com/watch?v=TGs6BS-q1E4

thats what I mean by ghosting the frames! now if only I  can do that to follow the shake of the screen  ??? 
#10
Should I try to do a mock animation to explain better? I really would appreciate the help guys  :-*
#11

omg ill try to find something to show then i guess! lemme try to explain a bit better

ok Im not too good at this so bear with me! ok, imagine that for each screenshake thing, i guess it grabs the screen where the current shake frame is, and on the next shake, you can still see the last previous screen grabn slowly fade out, but over the current shake frame, half transparent or so. So everything is shaking, with each shake kinda leaving ghosts of itself fading away, see what I mean?? omg its kind of hard to explain, lol!!!

<Cringe> I hope thats clearer!??
#12
I made an earthquake effect by using TweenShakeScreen, however was thinking of maybe adding where you see the whole screen leaving ghosts trails of itself during the shaking, like in cartoons, then fading out ???

I can try to do it myself, but its hard because I think I need to do dynamic drawing again (ugh, i loooove using that!!). I know, iknow I need to learn it still  :-[

Help for a damsel in distress ::)
#13
This way makes more sense, and I like it! I wanted to thank you all soo much for helping me!!!
#14
oOoooh....but even if it's for the teeniest tinniest time? The button animation only lasts for, like, a second, lol!
#15
How can one lock the mouse before a button animation & once that button animation is finished, just unlock it.
Lock, as in, the mouse  cursor is still visible but the user can't move it from its current position until it is unlocked again.

Any ideas??
#16
okee, I will do it! haha!

#17
Since im so new to all this is it simpler for me to just create 2 versions of my map? i mean one GUI version that is small (200x200) and the other version of the map is a Gui bigger than my game dimensions (map is 1800x1800) that i can just move around with the mouse? ill still get a warning that the gui is too big at gaem start, but alteast i dont have to do all that drawing stuff (omg im afraid of trying that, lol!)

So guys, is it ok if i do just the 'simpler' way, or is it really a bad idea and i just suck it up and try dynamic drawing....eeeek?
#18
I can always just switch to a second copy of a bigger version of that gui I guess. Its for a map. when i click on that map, it gets bigger than my game dimensions so now it can be viewed upclose and is pan-able like pdf's are when they are zoomed in bigger than the screen
#19
im trying to change a gui size to bigger than my game resolution (which is 640x480) after a button is pressed on that same gui, but im getting an invalid dimensions error. If I start the game with that gui already bigger than my game dimensions i only get a warning, not an error.

How can I enlarge the gui so it doesnt give me that peskey error after pressing the button?  :'(
#20
omg that looks complicated! LOL. I see the engine is going open source, is this something that can be added on someone's to-do list?
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