Creating "full screen" effects?
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting.
Please read the Forum rules and policies before posting.
- Gambit37
- Should eat more pies
- Posts: 13715
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
Creating "full screen" effects?
So I was testing out using a full-screen (viewport) effect.
I tested the Viper spell from Lands of Lore as an attack method for a monster:
I've resized it to fill RTC res. I thought the best way of getting the spell to be in a fixed position in the viewport would be to do it as a flooritem, but I realise that won't work due to RTC adjusting the item's position depending on how far away from it you are (the viper appears to move up and down the screen as you walk to it/away from it).
I can't create it as a flying item because of the same problem.
Info screens won't work as they take over the entire screen, not just the viewport,
In fact, all possible avenues suffer from the problem that the item will re-scale depending on how far away you are.
I need the ability to place the viper image in a fixed spot that's independent of what the party do as they move around.
I don't think this is possible with existing mechanisms. Any thoughts?
EDIT: I had a thought that the attack could also create a PARTY_HOLDER on the party's current square, thus preventing them from moving while the spell is animated, but I think this would just annoy players and is a bit mean...
EDIT2: Woo..... 7000 posts!
I tested the Viper spell from Lands of Lore as an attack method for a monster:
I've resized it to fill RTC res. I thought the best way of getting the spell to be in a fixed position in the viewport would be to do it as a flooritem, but I realise that won't work due to RTC adjusting the item's position depending on how far away from it you are (the viper appears to move up and down the screen as you walk to it/away from it).
I can't create it as a flying item because of the same problem.
Info screens won't work as they take over the entire screen, not just the viewport,
In fact, all possible avenues suffer from the problem that the item will re-scale depending on how far away you are.
I need the ability to place the viper image in a fixed spot that's independent of what the party do as they move around.
I don't think this is possible with existing mechanisms. Any thoughts?
EDIT: I had a thought that the attack could also create a PARTY_HOLDER on the party's current square, thus preventing them from moving while the spell is animated, but I think this would just annoy players and is a bit mean...
EDIT2: Woo..... 7000 posts!
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
- Black Eagle
- Journeyman
- Posts: 76
- Joined: Mon Jan 28, 2008 10:58 pm
- Location: Leicester, UK
- Gambit37
- Should eat more pies
- Posts: 13715
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
OK, I had a play too and unfortunately it's not suitable.
PARTYS_TILE only targets where they currently stand. If they move, the item stays where it was created.
What's needed is an item that automatically follows the party around and that is always ON the party's tile.
The problem is compounded by the fact that the y-coordinate offset for flooritems is a relative measurement, designed to work with the positioning and scaling calculations.
We need a way of keeping something at a fixed point in the viewport. PARTYS_TILE doesn't offer that, unless I'm misunderstanding how its used.
PARTYS_TILE only targets where they currently stand. If they move, the item stays where it was created.
What's needed is an item that automatically follows the party around and that is always ON the party's tile.
The problem is compounded by the fact that the y-coordinate offset for flooritems is a relative measurement, designed to work with the positioning and scaling calculations.
We need a way of keeping something at a fixed point in the viewport. PARTYS_TILE doesn't offer that, unless I'm misunderstanding how its used.
- Black Eagle
- Journeyman
- Posts: 76
- Joined: Mon Jan 28, 2008 10:58 pm
- Location: Leicester, UK
Gambit this is my understanding of what you mean:
for an image/animation to stay at a fixed point on the screen, no matter which way the party faces or where they go to?
if this is what you mean, then the FLOORITEM_PARTYS_TILE should be what you need - load in your graphic or animation in as a single-scale image. clone a flooritem, and attach this image to it for north, south, east and west. then create a single square (somewhere secret), with the flooritem-partys-tile mechanic, and your new flooritem on top. make this invisible, and use a relay or whatever to enable/disable it as required. i have used this method to overlay a screen of text onto the screen during play.
if this is not what you mean, then my apologies
for an image/animation to stay at a fixed point on the screen, no matter which way the party faces or where they go to?
if this is what you mean, then the FLOORITEM_PARTYS_TILE should be what you need - load in your graphic or animation in as a single-scale image. clone a flooritem, and attach this image to it for north, south, east and west. then create a single square (somewhere secret), with the flooritem-partys-tile mechanic, and your new flooritem on top. make this invisible, and use a relay or whatever to enable/disable it as required. i have used this method to overlay a screen of text onto the screen during play.
if this is not what you mean, then my apologies
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
This is exactly what I was thinking too.Black Eagle wrote:if this is what you mean, then the FLOORITEM_PARTYS_TILE should be what you need - load in your graphic or animation in as a single-scale image. clone a flooritem, and attach this image to it for north, south, east and west. then create a single square (somewhere secret), with the flooritem-partys-tile mechanic, and your new flooritem on top. make this invisible, and use a relay or whatever to enable/disable it as required. i have used this method to overlay a screen of text onto the screen during play.