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New project screenshots #219353
08/02/08 10:54
08/02/08 10:54
3 Images
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
User
New project screenshots

Its long ago i showed some of my work. So here you are:
13 Comments
Re: New project screenshots [Re: achaziel] #221195
08/12/08 18:34
08/12/08 18:34
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
Expert
Puppeteer  Offline
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Sieht soweit gut aus smile

Originally Posted By: achaziel
oh, not another WW2 shooter... >_>

-________________- ich mag ww2 shooter auch net


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: New project screenshots [Re: Nicolas_B] #226148
09/08/08 08:36
09/08/08 08:36
Joined: Aug 2008
Posts: 8
rx8boy456 Offline
Newbie
rx8boy456  Offline
Newbie

Joined: Aug 2008
Posts: 8
nice..

how did you make those lights?
wink

Last edited by rx8boy456; 09/08/08 08:37.
Re: New project screenshots [Re: rx8boy456] #226158
09/08/08 09:27
09/08/08 09:27
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
User

Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
Originally Posted By: rx8boy456
nice..

how did you make those lights?
wink

To create something like that you need to use Bitmap and action like this:
Code:
action light_b()
{
set(my,PASSABLE|OVERLAY|TRANSLUCENT|BRIGHT);
}



Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: New project screenshots [Re: cro_games] #226796
09/11/08 09:25
09/11/08 09:25
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
User
snake67  Offline OP
User

Joined: Sep 2003
Posts: 648
Switzerland
Yes, or use my code with a flare sprite:
//----------------------------------------------------------
//
// FLARES
//
// (c) Copyright 2008 by Snake-Soft
//
//----------------------------------------------------------
//----------------------------------------------------------

define _disable_trace,flag1; // to set in WED
define _flicker, flag2;

define _distance, skill1;
define _scale, skill2;
define _fade_dist, skill3;
define _alpha_min, skill4;
define _alpha_max, skill5;

define _origin_x, skill12; // for internal use
define _camdist, skill15;
define _campan, skill16;

//---------------------------------------------------------------

//uses _distance, _scale, _fade_dist, _alpha_min, _alpha_max, _disable_trace, _flicker
action flare
{
my.parent=you;
my.passable=on;
my.transparent=on;
my.flare=on;
my.bright=on;
my.nofog=on;
my.ambient=100;
my.oriented=off;
my.facing=on;

if(!my._distance) {my._distance=20;}
if(!my._scale) {my._scale=1;}
if(!my._fade_dist) {my._fade_dist=300;}
if(!my._alpha_max) {my._alpha_max=25;}
vec_set(my._origin_x, my.x);
while(1)
{
if(my._disable_trace==off)
{

// check visibility
you=my.parent;
result=c_trace(my._origin_x, camera.x, ignore_me|ignore_you|ignore_passents|ignore_passable|use_polygon);
if(result>0 && result<=camera.clip_far && you==camera.genius)
{
my.invisible=off;

// calculate distance and angle

vec_diff(temp.x, camera.x, my._origin_x);
my._camdist=max(my._distance, vec_to_angle(my._campan, temp.x));

if(my._camdist<my._distance) {my.invisible=on;}
else
{
// calculate alpha transparency

temp=sin(max(0, my._camdist/my._fade_dist)*90);
my.alpha=max(my._alpha_min, temp*my._alpha_max);

// calculate position

vec_set(my.x, vector(my._distance, 0, 0));
vec_rotate(my.x, my._campan);
vec_add(my.x, my._origin_x);

// calculate scale

my.scale_x=clamp(temp*my._scale, my._scale, my._scale*4);
my.scale_y=my.scale_x;

// calculate roll angle

my.roll=temp*90;
}
}
else {my.invisible=on;}
}
else
{
vec_diff(temp.x, camera.x, my._origin_x);
my._camdist=max(my._distance, vec_to_angle(my._campan, temp.x));

if(my._camdist<my._distance) {my.invisible=on;}
else
{
my.invisible=off;

// calculate alpha transparency

temp=sin(max(0, my._camdist/my._fade_dist)*90);
my.alpha=max(my._alpha_min, temp*my._alpha_max);

// calculate position

vec_set(my.x, vector(my._distance, 0, 0));
vec_rotate(my.x, my._campan);
vec_add(my.x, my._origin_x);

// calculate scale

my.scale_x=clamp(temp*my._scale, my._scale, my._scale*4);
my.scale_y=my.scale_x;

// calculate roll angle

my.roll=temp*90;
}
}
if(my._flicker) {my.alpha=clamp(my.alpha-int(random(3)*100*time), my._alpha_min/2, 100);}

wait(1);
}
}

//---------------------------------------------------------------

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