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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 Offline OP
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Helghast  Offline OP
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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


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: bg_image / bg_color.image [Re: Helghast] #134429
06/07/07 11:39
06/07/07 11:39
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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I think this is going to get implemented if I'm interpreting jcl's comments from my thread correctly:

http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/747240/

Quote:

However, a useful feature could be to have sky layers at a certain z position, so that some level entities are in front and some behind the sky layers.




Quote:


Ok, we'll implement a sky flag for camera-independent images. You can then also animate or run movies on that sky texture.





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.


Quote:

(I know OrangeBrat would like that:P hahaha)




I wish I knew how many random thread contain a mention of my name in regards to something. I come across it every once in a while and had no idea it was there. That's all right, though. I guess it means people are reading my posts and remembering.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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 Offline OP
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Helghast  Offline OP
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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,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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 Offline
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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] #134432
06/07/07 15:14
06/07/07 15:14
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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Poor village - Poland ;)
I've read that "panels behind the level" will be included soon


Never say never.
Re: bg_image / bg_color.image [Re: xXxGuitar511] #134433
06/08/07 08:55
06/08/07 08:55
Joined: Jan 2004
Posts: 3,023
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Helghast Offline OP
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Helghast  Offline OP
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Quote:

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...




hey, that's a good one, im gonna try that out right now
thanks.

regards,

EDIT: just tried it out... but doesnt work
(i even updated to A6.60 to try it )
well, then my hopes are still at conitec...

Last edited by dennis_fantasy; 06/08/07 09:14.

Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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
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Orange Brat Offline

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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
Re: bg_image / bg_color.image [Re: Orange Brat] #134435
06/08/07 16:30
06/08/07 16:30
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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@All: Sorry about my above post, I was wrong. It must have been really late or something


xXxGuitar511
- Programmer
Re: bg_image / bg_color.image [Re: xXxGuitar511] #134436
06/08/07 16:45
06/08/07 16:45
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Quote:

@All: Sorry about my above post, I was wrong. It must have been really late or something




NP. It is actually helpful because it spawns discussion and clarifies things from all sides. I just hope all these little requests like this and the ones I make every now and again will give 3DGS users the tools they need to create 2.5 or even 2D games with much less hassle and tedium. I made mention of this kind of subject discussed in the Wintermute manual. When I find the time, I'll transcribe it and post it here. It's the same concept only explained as it is related to WME's editors. This will be later on tonight maybe.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: bg_image / bg_color.image [Re: Orange Brat] #134437
06/09/07 10:45
06/09/07 10:45
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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From the beta page:

Quote:


V7.04.1b beta - in development




A7 - Panels, texts and screen entities with a negative layer value are now drawn beneath view objects, and can be used to draw into the background of a view when the sky is switched off.




Excellent. Thanks. That was fast. I like that WED can now be used to edit terrain as well. Maybe, I'll actually use that feature, now.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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