Just wondering what the best way to go about gradually adding water to a bottle in MMF2 would be. To be more specific, I'm trying to have an object gradually fill up with colour, one row at a time over a duration. The only thing I can think of is to have a separate animation for this one frame at a time, and I'm pretty sure that IS the only way, however... Can you guys think of something similar to this that could look nice?
Feel free to throw in any suggestions, as wild as they may be.
make a blue active object which is 1 pixel high and the width of your bottle. Then simply change the object's y scale to how many pixels high you want it to be.
This is true, though simpler does usually come with a price. mind if the bottle were part of a UI which masks around the bottle, simply using semi transparency on the UI and having the liquid behind the bottle (the ui hiding the excess liquid) would work well enough.
But yeah, a vertical counter would work just as well.
though,there would be another simple solution if you did have a masked UI, you just have a color block which moves up and down x pixels according to the filled value.
Overlay object would of course be the most dynamic way to do it, but could be a needlessly complex answer to somebody who hasn't touched it.I was just throwing alternatives out there
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You could use an actives animation directions, then you'd have a 32 frame fill-up. Just have the same image in each direction and remove a line of pixels for each direction, then simply use a "set direction to counter" type of code. If you need more frames for the fill-up you could just use another animation for it. Or something like that.
that's a bit...needless EE, if using an active you just make 1 animation with however many frames you wanted, and use the set frame action. Though if doing it by animating it frame by frame, a counter would be easier
Id definately go with interface bar. All you need is an image of empty bottle and an image of a full bottle and the value of the inbuilt counter will slice the full bottle image based on the percentage, showing the empty bottle image behind.
Originally Posted by MrMcFlurry that's a bit...needless EE, if using an active you just make 1 animation with however many frames you wanted, and use the set frame action. Though if doing it by animating it frame by frame, a counter would be easier
My bad, I forget most people use MMF2, my technique only applies to MMF1.2, which I'm using(!).
Originally Posted by MrMcFlurry I'm pretty sure MMF can set frame too EE In fact i think I have memory of Games factory having set frame, let alone MMF.
No I'm quite sure you can't, don't know about MMF1.5 though.
Originally Posted by MrMcFlurry I'm pretty sure MMF can set frame too EE In fact i think I have memory of Games factory having set frame, let alone MMF.
No I'm quite sure you can't, don't know about MMF1.5 though.
Well I'm honestly surprised...coulda sworn I'd used it but I'll take your word, maybe ive had mmf2 longer than i remember and am getting confused