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Splash screen loop part 2 #128184
05/05/07 04:15
05/05/07 04:15
Joined: Nov 2005
Posts: 68
S
scurvy Offline OP
Junior Member
scurvy  Offline OP
Junior Member
S

Joined: Nov 2005
Posts: 68
The looping now works with the code below but have two problems.
1) When screens change from one splash screen to another the game "level 1"
shows through between screens! I assume I need a black screen to cover it
but not sure how!
2) As said above the screens now loop alright and the space bar breaks the
loop but it go's to level 1 which is now locked up! But the game ran before
modified splash.wdl. My guess is the finish: might be in the wrong place but
have relocated it half a dozen times. Below is the updated code and I thank
anyone for the help. If my scripts work when all ideas are incorperated is
to be released for public uploads and will give credits. This is stage one
of a larger ideal that I think can be used by everyone.

///////////////////////////////////////////////
// startup splash screens
// script written by william mason May 02,07
///////////////////////////////////////////////
bmap splash1 = <splash1.pcx>;
bmap splash2 = <splash2.pcx>;
bmap splash3 = <splash3.pcx>;
bmap splash4 = <splash4.pcx>;

panel splash_1(){bmap = splash1;layer = 25;}
panel splash_2(){bmap = splash2;layer = 25;}
panel splash_3(){bmap = splash3;layer = 25;}
panel splash_4(){bmap = splash4;layer = 25;}

panel* screen_syn = splash_1;

var temper;

starter splash_start
{
freeze_mode = 1;
WHILE (1) {
temper=0;

WHILE (temper < 48) {
screen_syn .visible = on;
temper += time;
IF (key_space == 1) { screen_syn.VISIBLE = OFF; Goto finish; }
wait (1);
}

screen_syn.VISIBLE = OFF;
IF (screen_syn == splash_4) { screen_syn = splash_1; continue; }
IF (screen_syn == splash_3) { screen_syn = splash_4; }
IF (screen_syn == splash_2) { screen_syn = splash_3; }
IF (screen_syn == splash_1) { screen_syn = splash_2; }
wait (1);
}

freeze_mode = 0;
// remove bmaps from memory
bmap_purge(splash1);
bmap_purge(splash2);
bmap_purge(splash3);
bmap_purge(splash4);
finish:

}

Re: Splash screen loop part 2 [Re: scurvy] #128185
05/05/07 08:23
05/05/07 08:23
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
User
RedPhoenix  Offline
User
R

Joined: Jan 2007
Posts: 651
Germany
///////////////////////////////////////////////
// startup splash screens
// script written by william mason May 02,07
///////////////////////////////////////////////
bmap splash1 = <splash1.pcx>;
bmap splash2 = <splash2.pcx>;
bmap splash3 = <splash3.pcx>;
bmap splash4 = <splash4.pcx>;

panel splash_1(){bmap = splash1;layer = 25;}
panel splash_2(){bmap = splash2;layer = 25;}
panel splash_3(){bmap = splash3;layer = 25;}
panel splash_4(){bmap = splash4;layer = 25;}

panel* screen_syn = splash_1;

var temper;

starter splash_start
{
freeze_mode = 1;
WHILE (1) {
temper=0;

WHILE (temper < 48) {
screen_syn .visible = on;
temper += time;
IF (key_space == 1) { screen_syn.VISIBLE = OFF; Goto finish; }
wait (1);
}
screen_syn.VISIBLE = OFF;
IF (screen_syn == splash_4) { screen_syn = splash_1; continue; }
IF (screen_syn == splash_3) { screen_syn = splash_4; }
IF (screen_syn == splash_2) { screen_syn = splash_3; }
IF (screen_syn == splash_1) { screen_syn = splash_2; }
}
finish :
freeze_mode = 0;
// remove bmaps from memory
bmap_purge(splash1);
bmap_purge(splash2);
bmap_purge(splash3);
bmap_purge(splash4);


}

Re: Splash screen loop part 2 [Re: RedPhoenix] #128186
05/05/07 18:35
05/05/07 18:35
Joined: Nov 2005
Posts: 68
S
scurvy Offline OP
Junior Member
scurvy  Offline OP
Junior Member
S

Joined: Nov 2005
Posts: 68
Just like to take a moment to say thanks to redphoenix and germanunkol for
the help on above code it is now working right. Will continue working on my
project and will give credit when complete.
Thank you very much!


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