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Messages - sharkgod999

Pages: [1]
1
Technical forum / Re: Color shifting using "FadeThrough" method
« on: December 03, 2007, 02:36:44 AM »
Ah ha, I've got it. I guess if I set the Luminescence to 255 I get I white image. But If I lower the L value I get a colorization effect. Many thanks all.  ::rock

2
Technical forum / Re: Color shifting using "FadeThrough" method
« on: November 30, 2007, 06:49:13 AM »
The problem I keep running into is I can't change the Hue or Saturation at all. Am I doing any thing wrong or is there a problem with MakeHSL()? I'm trying to make a background entity change color. It's a plaid backdrop.

3
Technical forum / Re: Color shifting using "FadeThrough" method
« on: November 27, 2007, 07:17:57 PM »
Well, I was trying to make the background slowly shift hue, but like I said the "FadeThrough" method wasn't what I thought. So, I wrote this little piece of code. It works. However, I'm using a gray-scale image and this results in some moments where the gray will come through. I've tried the new HSL and it seems to make the following: h = 0, s = 0, l = 255. Which gives no colorization at all. ::slug I'll put the code for the HSL at the end of the post after the RGB example. Thanks for any help in advance.

RGB Color Shifting
Code: [Select]
var r = 0;
var g = 0;
var b = 0;

var myent = this.GetNode("background");

var timer = 0;
 
var lr = 255;
var lg = 0;
var lb = 0;

var done = true; 

////////////////////////////////////////////////////////////////////////////////
method SetColor(ent,red,green,blue,alpha)
{
  ent.AlphaColor = RGB(red,green,blue,alpha);
}


while(true)
{
  if(done == true)
  {
// Set the next color
    r = Random(0,255);
    g = Random(0,255);
    b = Random(0,255);

    done = false;

    Game.Msg("New Color - r:"+r+" - g:"+g+" - b:"+b+"");
    Game.LOG("New Color - r:"+r+" - g:"+g+" - b:"+b+"");
  }
 
  if(lr != r && lg != g && lb != b)
  {
    if(lr < r)
  lr = lr + 1;
else if(lr > r)
  lr = lr - 1;

if(lg < g)
  lg = lg + 1;
else if(lg > g)
  lg = lg - 1;

if(lb < b)
  lb = lb + 1;
else if(lb > b)
  lb = lb - 1;
  }
  else
  {
done = true;
  }
   
  SetColor(myent,lr,lg,lb,255);
 
  Game.Msg("Current Color - r:"+lr+" - g:"+lg+" - b:"+lb+"");
   
  Sleep(100);
}

Here's the HSL attempt
Code: [Select]
var hue = 0;

var myent = this.GetNode("background");

var color = 255;

while(true)
{
hue = hue + 1;
if(hue > 255)
hue = 0;

color = MakeHSL(hue,255,255);

// myent.AlphaColor = RGB(GetRValue(color),GetGValue(color),GetBValue(color),255);
myent.AlphaColor = color;

Game.Msg("Hue "+hue+" Background Color - r:"+GetRValue(myent.AlphaColor)+" - g:"+GetGValue(myent.AlphaColor)+" - b:"+GetBValue(myent.AlphaColor)+"");
Game.Msg("Attempted Color - H:"+GetHValue(color)+" - S:"+GetSValue(color)+" - L:"+GetLValue(color)+"");
Game.Msg(""+color+"");

Sleep(100);
}

4
Technical forum / Color shifting using "FadeThrough" method
« on: November 14, 2007, 05:07:51 AM »
I've been trying to shift the hue of a scene for sometime to no avail. So I searched the forum and found this post: http://forum.dead-code.org/index.php?topic=542.0. Well, I've tried the prescribed method and the scene shifts hues. However, the colors that fades-in are opaque. So, I lose the entities visibility in the scene. and end up with a blank screen that shifts hue. Also, if I set the alpha of the fade-in to say 100, I get a hazy image.

5
Technical forum / Re: How does one control scrolling on a scene or entity?
« on: November 13, 2007, 10:21:58 AM »
Thanks everyone! I got the scrolling to work, and I'm starting to get the idea behind the scripting language. Here's my working code if anyone has a similar issue. This does seem to have one issue. There's a bit of lag when the engine resets the offsets to 0.

Code: [Select]
///////////////////////////////////////////////////////////////////////////////////
//  Scroll Scene
while(true)  {
  Scene.ScrollTo(1000,800);
  if(Scene.OffsetX>=200)  {
    Scene.OffsetX=0;
  }
  if(Scene.OffsetY>=200)  {
    Scene.OffsetY=0;
  }
  Sleep(100);
}
///////////////////////////////////////////////////////////////////////////////////

6
Technical forum / Re: How does one control scrolling on a scene or entity?
« on: November 13, 2007, 04:58:22 AM »
Quote
Code: [Select]
Game.MainObject = null;

This stopped the scene from scrolling automatically and the scene scrolls as I want now ::rock. However, the window doesn't load till it has stopped scrolling. Is there a way to continue executing the script while still scrolling?

7
Technical forum / Re: How does one control scrolling on a scene or entity?
« on: November 11, 2007, 09:18:56 PM »
Quote
try so:

Code: [Select]
Scene.AutoScroll=true;
Scene.ScrollTo(1000, 600);
I tried this. the scene still scrolls to 0,53. Here is me script:
Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

Game.LOG("**Intro Scene**");

//actor.Reset();
actor.Active=false;

///////////////////////////////////////////////////////////////////////////////////
//  Scene.ScrollTo() stops the script.
Game.LOG("AutoScroll is turned on");
Scene.AutoScroll=true;
Game.LOG("Scene Scrolling to 1000,800");
Scene.ScrollTo(1000,800);

//////////////////////////////////////////////////////////////////////////////////
//  win.GoExclusive() stops the script as well.
Game.LOG("Loading Intro Window");
global win = Game.LoadWindow("scenes\Intro\Wnd\intro_menu.window");
win.Center();
win.GoExclusive();


8
Technical forum / How does one control scrolling on a scene or entity?
« on: November 08, 2007, 10:28:27 PM »
I've been working on an adventure game for some time and decided to switch to WME. It has everything I need. There has been one snag:

I have a "Title Scene". In this scene there's a background. I want the background to scroll up and left 200p. So I include the following snippet in the script attached to the scene:
Code: [Select]
this.AutoScroll = true;
while(true)
{
  this.ScrollTo(-200,-200);
  Sleep(100);
}


This results in nothing. The scene simply scrolls up to around -48 or so. I even removed the code, and that's how I found out it did nothing because the scene still panned up. I just started learning WME. So, I'm a little in the dark on this. In case it's important the game resolution is 800x600 and the scene is 1000x800.

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