Quote from: KhrisMUC on Fri 04/09/2009 15:34:00
Mehrdad, why don't you want to use them?
I think game will be slow with GUI since i have hundred dialoges and texts.dosent it? .(maybe i think mistake).ok... can you help me with use GUI on text fade?
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Show posts MenuQuote from: KhrisMUC on Fri 04/09/2009 15:34:00
Mehrdad, why don't you want to use them?
Quote from: monkey_05_06 on Thu 27/08/2009 20:15:18
Hehe.
MEHRDAD CJ doesn't need to add any code for you to be able to show an image. Even if CJ scripted a function to do that, you would still have to put the call to that function in the script yourself. So essentially what you're saying is that CJ needs to add a special method to the engine to perform an extremely limited (and not strictly speaking that commonly used) action that could be easily done yourself in two seconds.
As Dual said, there are a ton of ways that you can present this image to the end-user already. Look up the DynamicSprite and Overlay functions, look up GUI.BackgroundGraphic, look up SetBackgroundFrame, etc. There's no need for a function specifically for this purpose.
Quote from: Mr Matti on Tue 04/08/2009 15:24:59Quote from: MEHRDAD on Tue 04/08/2009 15:18:22Quote from: Mazoliin on Mon 03/08/2009 16:33:11
A simpel way is to make a gui and slowly decrease the transparacy for it, don't know how good it would look.
sorry i dont understand ....i think this answer is not for my question.please explain more for me.thank you.
It was an answer to your question. You can make a (black) GUI covering the whole screen and change its transparency according to the daytime.
Quote from: Mazoliin on Mon 03/08/2009 16:33:11
A simpel way is to make a gui and slowly decrease the transparacy for it, don't know how good it would look.
Quote from: Ghost on Mon 03/08/2009 17:21:04
Another easy way would be to actually DRAW each location in either two (day/night) or three, maybe four "time frames", and then use ChangeBackground. That gives you a lot more control about how a location looks, though Maz has a point with his idea too- it's much faster to implement and can look good too.
To make time pass, well, you can also chose from a wide range of options, and using a TIMER (as described in the manual) would be among them. Alternatively, you can also use certain events in the game to set the time yourself (which would ruin a realistic day/night circle).
Quote from: NsMn on Mon 03/08/2009 17:32:25
If I'm not very much mistaken, there's a calender module by Rocco, which can do such time-effects.
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