I´m working on RTS atm, and would like to make night effect.
Is there a way to move Backdrop or Quick backdrop?
If night comes, then I would like to move the backdrop on the gamefield...
If someone has some better ideas then please share.
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
26th September, 2003 at 14:40:25 -
you can't move/change backdrops. to make a night effect, you'd need to either have two different levels and transfer the stuff from one to another when night comes, or use a transparent object and lay it over the screen to make things look darker.
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
2nd October, 2003 at 03:28:20 -
Someone should really make a tint screen extension.
There is the Pallete object. although it is incompatible with Windows XP.
I think one of the only ways i know is to do what Pete said, and create a Big Semi Transparent Object.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
3rd October, 2003 at 05:18:12 -
Sure will, but you could try fiddling with the v-ram/directx and MIS options. Also your object doesn't have to be the size of the playfield. It can just bee the screensize and then you turn off "follow the playfield"
Background system boxes are kinda slow and buggy though.
Maybe an alternative to making a screen-sized semi-transparent object would be to make a screen-sized object that is made up of alternate black and transparent pixels, giving the impression of a 50% darker screen. This wouldn't slow the game down anywhere near as much as runtime transparency does.
A really cheap way to do it is use a "dither" effect - an object that's chequered black and transparent pixels. It keeps the game running faster than using a transparent object.
A better solution's already been provided, though.