Maybe you could use the UNDERWATER Module? It's specifically made for animated "ripple effects".
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Mods on Wed 20/05/2015 14:36:08
Yes, let's all go and try and get permission from JJ Abrahms to use your sprite dbuske because you know, that's normal routine for most of us.
Quote from: kconan on Thu 21/05/2015 23:36:41
I did my game in 16-bit, and I'm pretty sure I had a reason for that though I can't recall. Anyway, good luck!
Quote from: wynni2 on Wed 20/05/2015 18:41:02
1) Pick a resolution (320x200, in my case)
Quote from: sag_aloo55 on Sun 17/05/2015 13:17:54
On the pointers point - I may be using the terminology wrong (definitely still a beginner!) - I meant that there would be a single cursor that was used for walk, but that the image of the cursor would change if it goes over something you can interact with (e.g. change to a different colour - I think this was the way it worked in Monkey Island 3)
if (GetLocationType(mouse.x, mouse.y) == eLocationNothing)
Mouse.ChangeModeGraphic(Mouse.Mode, INACTIVE_SPRITE_SLOT);
else
Mouse.ChangeModeGraphic(Mouse.Mode, ACTIVE_SPRITE_SLOT);
Quote from: Amélie on Mon 27/04/2015 14:05:34
Not that I know anything about these sort of games, of course.
Quote from: Monsieur OUXX on Mon 20/04/2015 17:20:23Yes, the text shift is caused by the template replacing the default fonts with ttfs that support the full range of characters. I am aware of this, but so far nobody really complained about it, and these days you see very few of the build-in windows being used anyway. I'll document it in an updated version- the solution is to simply reset the fonts.
When you click the "quit button" then the standard "Quit/Play" built-in dialog window appears but the text is shifted down 5 pixels lower or so. Its upper part is on the button, but its lower part pours out.
I haven't seen that with any other 3.3.0 RC1 game, so I guess it's caused by the template.
Quote from: Monsieur OUXX on Mon 20/04/2015 17:20:23I appreciate your work, but out of interest: I understand that 16bit is the hard default and 32bit isn't used that often and several people avoid it to keep their game smaller. Isn't it simpler to upgrade the (very few) sprites yourself when you want 32bit? I am genuinely curious.
@Ghost : I have migrated your template to 32-bits. PLEASE DOWNLOAD THAT VERSION AND DO ALL YOUR FURTHER CHANGES BASED ON IT.
Quote from: Andail on Mon 13/04/2015 12:07:13
Cool, thanks for your input!
If you're interested, I would gladly share the design document with you guys, and you could give me some feedback on the ideas? I trust you don't run away with any potentially marketable ideas, but I count on you to say if it's been done to death already
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.548 seconds with 15 queries.