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| Night http://miragesource.net/forums/viewtopic.php?f=201&t=3760 |
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| Author: | mustorze [ Sun May 25, 2008 1:40 am ] |
| Post subject: | Night |
how can darken the screen of the game? as if night.?? Thx |
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| Author: | Asrrin29 [ Sun May 25, 2008 1:58 am ] |
| Post subject: | Re: Night |
use this |
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| Author: | Lea [ Sun May 25, 2008 2:09 am ] |
| Post subject: | Re: Night |
There are day/night tutorials The simplest of which adds an extra layer (or two) to the map that displays only at night time. This works if you use some sort of checkerboard pattern tile that turns every other tile on the map a dark blue. I did this method once, and was able to get cool effects like fires that burned at night and smoldered during the day, and lamps that turned on at night.. The more complex of which involve alpha blending. These look pretty nice |
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| Author: | mustorze [ Sun May 25, 2008 2:41 am ] |
| Post subject: | Re: Night |
yes, I want to develop my game this code wanted to do this I will do so: 6:00 am until 6:00 pm daily, 6:00 am until 6:00 pm tonight. when I finish I will post here: D Thx |
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| Author: | Robin [ Sun May 25, 2008 1:40 pm ] |
| Post subject: | Re: Night |
Converting to DX8 will allow for variable darkening. Simply have all the Vertices have their lighting colour loaded from global variables and have these global variables darken/lighten through time. Would be a nice effect. |
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| Author: | mustorze [ Sun May 25, 2008 2:01 pm ] |
| Post subject: | Re: Night |
bad is that I do not understand directx ... I know only visual basic even I did a game in visual offline after the show you and I am thinking of using the same system to make layers dark .. |
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| Author: | Dragoons Master [ Mon May 26, 2008 1:54 am ] |
| Post subject: | Re: Night |
Robin wrote: Converting to DX8 will allow for variable darkening. Simply have all the Vertices have their lighting colour loaded from global variables and have these global variables darken/lighten through time. Would be a nice effect. Easier to just add one big black shape and alpha only this one. |
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| Author: | Robin [ Mon May 26, 2008 1:09 pm ] |
| Post subject: | Re: Night |
It's not easier, as you don't have to render anything extra when you do it my way |
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| Author: | shaded [ Mon May 26, 2008 11:29 pm ] |
| Post subject: | Re: Night |
Add this to the bottom of:Public Sub BltTile(ByVal x As Long, ByVal y As Long) Code: If GameTime = 1 Then With rec .top = Int(Night / 32) * PIC_Y .Bottom = .top + PIC_Y .Left = (Night - Int(Night / 32) * 32) * PIC_X .Right = .Left + PIC_X End With Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If The variable night refers to which tile it is going to blit over. So make your second tile on your tile sheet a 32x32 checker board. Dim Night as 1. This is a very primitive way to display night. If you want to just test it as night all the time, get rid of the if statement. |
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| Author: | mustorze [ Wed May 28, 2008 7:39 pm ] |
| Post subject: | Re: Night |
I tried to do that did not was not night I can best explain please? |
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| Author: | Beres [ Wed May 28, 2008 7:57 pm ] |
| Post subject: | Re: Night |
Add Code: End at the end of Code: Public Sub BltTile(ByVal x As Long, ByVal y As Long) That should do it.
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| Author: | shaded [ Wed May 28, 2008 11:09 pm ] |
| Post subject: | Re: Night |
If you can't figure it out, PM me. Also if you don't have a night tile then I'll make you one. I think you might not be assigning the variable night. It was just an example. But I can explain one on one how to do it and how it works. |
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| Author: | Dragoons Master [ Sat May 31, 2008 5:03 am ] |
| Post subject: | Re: Night |
Robin wrote: It's not easier, as you don't have to render anything extra when you do it my way It's much easier. And you don't have to change your hole code. Just add 5 new lines and blit two new triangles! xD |
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