|
|
bg_image / bg_color.image
#134428
06/07/07 10:00
06/07/07 10:00
|
Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
|
OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
|
dear conitec, instead of just filling the background with a color using .red/.greeen/.blue in bg_color, i would really like to see a .image or even a bg_image function. this would render a picture to the background, thus being behind every object (the other way from a panel, which would allways be in front of the level). with that function programmed, we could make pre-rendered background games (I know OrangeBrat would like that:P hahaha). when included i offer myself to write a tutorial using a pre-rendered background in a game (which im gonna make a game with anyway  ) i have absolutely NO idea how hard it can be to do such a thing though. I hope you'll listen to my request as this would definatly make a great deal to me (A6 availability would help for that as well). kind regards, dennis van den broek
|
|
|
Re: bg_image / bg_color.image
[Re: Orange Brat]
#134430
06/07/07 13:42
06/07/07 13:42
|
Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
|
OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
|
Quote:
Based on those quotes and some other info from that thread, I guess this means the sky will have different "layers" and level entities can go behind or in front of these layers depending on the sky layer's position on the stack. We'll also be able to display movies on the sky, so games like the old adv. game Blade Runner or the Fear Effect games could be achieved. They featured pre-rendered backgrounds, but they were really looping videos that added a great deal of life to the non-realtime backgrounds.
that's exactly what i'm aiming towards! but currently i'd even suffice with a simple DLL that writes a picture to the background or something like that...
and i dont wanna wait untill i finally have enough money to run A7, lol. im simply a poor student, and i wont buy A7 untill there's a stable version and i collected enough money, or when i win one lol
but i cant wait till that feature is implemented 
regards,
|
|
|
Re: bg_image / bg_color.image
[Re: Helghast]
#134431
06/07/07 14:47
06/07/07 14:47
|
Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
|
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
|
Well, since it's [easily] possible without an update, I don'y think they'll add it. If you set bg_color to null[vector] and then define a panel with layer = -1, then you have your bg_image! Like I said, they usually don't do updates if it's already possible, they've got alot of things to do as is...
xXxGuitar511 - Programmer
|
|
|
Re: bg_image / bg_color.image
[Re: xXxGuitar511]
#134434
06/08/07 10:28
06/08/07 10:28
|
Joined: Aug 2000
Posts: 7,490
Orange Brat

Senior Expert
|

Senior Expert
Joined: Aug 2000
Posts: 7,490
|
EDIT: @jcl: Assuming you haven't already set this feature in stone, would it not be better (from a 2.5D gaming POV) to simply implement negative panel values as I suggested in the other thread? As I mentioned below, the way level entities interact/associate with the these panels would simply depend on whether it's a postiive or negative layer value, and we could still use the sky, as is, to implement an animated sky if we so choose. If we don't want it, then we just set it's RGB to 0 and have a non-animated sky that is painted/drawn into the bottom negative layer. Quote:
Well, since it's [easily] possible without an update, I don'y think they'll add it.
jcl already said they are (see the panels behind view thread I linked to plus the quotes). Actually, he said a lot of things, and I'm not sure exactly what we're going to get when it's all said and done. I didn't know you could define a panel to "-1" and have a background image. However, if this is not "behind the view," then it doesn't fulfill this particular feature request (both here and in my thread).
jcl is talking about having different sky layers that level entities can go behind and in front of depending on the position on the layer stack. This isn't currently possible (using the sky), and would be perfect for a 2.5D game. I still like my idea of simply allowing panels to be defined with negative value and anything with a negative value is behind the view (and positive values are placed in front of the view as always). You wouldn't have to worry about the sky...just turn it off or null it or whatever and deal with the two sets of panel layers. The level entities would always be drawn behind positive panel layers and drawn in front of negative panel layers. Actually, the sky could have one great use with this setup and that would be as it has always been intended. Given your panels can have alpha values and transparency, the sky could be animated like in a regular 3D game.
The problem is how to deal with an object that you can both go behind and walk in front of. There'd have to be some kid of check that checked the player's position in regards to the base of these particular objects. If the player is below this base then it will be drawn in front of it and if it's above this point (in 2D, screen space) then it gets drawn behind it. You should check out the Wintermute manual for an explanation of this. That engine uses 3D space even in a pure 2D game for defining walk zones, blocked zones, and these walk behind/walk in front of objects.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
|
|
|
|