Ambrosia Garden Archive
    • Intro video


      When reaching the main startup screen, a nice picture appears with the menus Start New, Continue and Quit... is there a way to have this picture being animated??? (using a gif pic or maybe with the menu on top of a looping quictime video... what I d like is have the menu on a background that would display flames... I already have the anime but don t know how to put it 🙂 )
      thanks a lot for helping in advance 🙂

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    • To sum up your question; no, you can't.

      I played around with that idea, but was unable to have anything that wasn't a static image. You could use locations and link to images or QT movies when a button is pressed, but as far as displaying animated images in the menu, it's just not possible.

      I thought of making a map with the tile size of XX (say 640 x 480 pixels) and play animations and QT on it, then when moving the player (or change the sprite to a cursor) it would link to new game, load, quit, etc.

      Maybe in add this feature as a request to the programmers.. (I did say maybe..)

      -Gray

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      .Mac Member | mac.com

    • Can't you just make your startup screen an animation? I didn't read in the manual that it HAS to be stationary. It could be an animation itself, that incorporates the other animations. I have never tried this, though I don't see why it wouldn't work. If anyone does know the answer, it would be go to know.

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    • Yes,

      I wanted this too. I could not get a quicktime movie or full screen sprite, or a 640x480 map with those elements to work.

      If there is a work around I would love to see it.

      Cheers,
      CG

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    • Quote

      **
      ...map...
      ...If there is a work around I would love to see it.
      **

      At minimum:

      StartGame.cet:->EngineCall:NewGame, fade effect(required).

      NewGame: Empty, see Explaination.

      Main.cet:->TeleportTo:UntitledMap.cma

      THs will take you to a map where you can have animations, one catch you must devise aa system to route you to the proper location, this will take you the longest to figure out....
      There are about 4 different ideas i came up with...here is the most ugly/obvious yet effective.

      Use NPCs make them static and passive, 1hp, with a death event that teleports the player to the start of the game/open save dialogs etc. for options that can be quit and then re-entered(save/load actions) add in a wait action, this will buy the engine time to spawn a new similar NPC at the same location. The con the user will definitely notice the little one that floats up and away from the NPC...failure to add a wait action will result in x,y spawning error because kinda like physics "the same matter cannot occupy the same space at the same time" or some variety of that notion.
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      Explaination: You'll probably end up leaving the NewGame event empty unless you want the Player to pick their CLass/Race first before even seeing the title credits, its perfectly alright...don't conform to the masses, turn the industry on its ears.
      the very limited solutions:

      configure a MainLocation: If you were going to use the standard dialogs anyway...do this. Which are static to begin with.
      Create your class selection graphics etc, set it up like so:
      they click on the name of the class and an event link fires it changes all the necessary stats,initial equipment,money etc.
      and a modify stamp action occurs and changes the picture of the class.
      This way the player gets a chance to back out of a selection, and add an okay button. If you had a lot of classes you simply
      substitued the class files for event files that do the same thing however the player will have the default skill table.

      Of course if you want to maintain animation for this stage you'll end up using another map and more NPCs.

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