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Author Topic: New drawmethod features (3731)  (Read 435 times)

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Offline utunnels

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New drawmethod features (3731)
« on: November 24, 2012, 06:24:27 am »
1. I broke down drawmethod command into smaller parts, aside from the old long arguments version.

drawmethod {property} {value}

Properties: alpha, remap, scalex, scaley, flipx, flipy, rotate, shiftx, fliprotate, fillcolor, channel, channelr, channelg, channelb, tintmode, tintcolor

For example, you can change only alpha without having to give a full list.

There are some changes in scalex, scaley and shiftx, instead of 0~256, now you should use 0~1.0, this change doesn't affect the old drawmethod comman and script methods.

New properties: (only works in 16 and 32 bit mode)

channel/channelr/channelg/channelb - alpha channels, when using alpha 6 (semi-transparent), these can be use to specify transparency values.

The 3 code blocks below have same effect (25% opacity).
Code: [Select]
drawmethod alpha 6
drawmethod channel 0.25
Code: [Select]
drawmethod alpha 6
drawmethod channel 0.25 0.25 0.25
Code: [Select]
drawmethod alpha 6
drawmethod channelr 0.25
drawmethod channelg 0.25
drawmethod channelb 0.25

Code: [Select]
anim spawn
loop 0
delay 10
offset 75 177
    drawmethod alpha 6
    drawmethod channel 0.1
frame data/chars/haggar/idle.gif
    drawmethod channel 0.2
frame data/chars/haggar/idle.gif
    drawmethod channel 0.3
frame data/chars/haggar/idle.gif
    drawmethod channel 0.4
frame data/chars/haggar/idle.gif
    drawmethod channel 0.5
frame data/chars/haggar/idle.gif
    drawmethod channel 0.6
frame data/chars/haggar/idle.gif
    drawmethod channel 0.7
frame data/chars/haggar/idle.gif
    drawmethod channel 0.8
frame data/chars/haggar/idle.gif
    drawmethod channel 0.9
frame data/chars/haggar/idle.gif
    nodrawmethod
frame data/chars/haggar/idle.gif



===========================================================
tintmode/tintcolor - tint current sprite with specific color.
tintmode - same as alpha. It tells the engine how the color is blended with the sprite.
tintcolor - tintcolor uses same syntax as fillcolor. For example, 255_0_0 is red.

The code below will tint the sprite in red.



Code: [Select]
anim idle
loop 1
delay 13
offset 75 177
bbox 55 95 47 81
    drawmethod tintmode 3
    drawmethod tintcolor 255_64_64
frame data/chars/haggar/idle.gif



The code below will tint the sprite in red, and make it half-transparent.



Code: [Select]
anim idle
loop 1
delay 13
offset 75 177
bbox 55 95 47 81
    drawmethod alpha 6
    drawmethod tintmode 3
    drawmethod tintcolor 255_64_64
frame data/chars/haggar/idle.gif













« Last Edit: November 24, 2012, 06:47:50 am by utunnels »

Offline Damon Caskey

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Re: New drawmethod features (3731)
« Reply #1 on: November 24, 2012, 06:47:34 am »
Wow - you just made a TON of previous script obsolete with this. We can now do in a few single line commands what once took all day to get set up. Once again amazing work UT!

Just for starters, this eliminates the need for effect palettes. No more dedicating remaps to SHOCK, FREEZE, BURN, POISON, etc. unless you want something really wacky.

Say bye-bye to this:


DC
« Last Edit: November 24, 2012, 07:08:15 am by Damon Caskey »
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Offline NickyP

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Re: New drawmethod features (3731)
« Reply #2 on: November 24, 2012, 08:06:57 am »
The image where Haggar's legs are transparent; did you do that yourself, or is that one of the features of the new drawmethod? It could be extremely helpful when making a stage that's in a river, a la Capcom D&D.

Offline Die_In_Fire

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Re: New drawmethod features (3731)
« Reply #3 on: November 24, 2012, 02:01:06 pm »
Amazing features!! also will be cool for mist effects


The image where Haggar's legs are transparent; did you do that yourself, or is that one of the features of the new drawmethod?

I bet is the drawmethod


Offline maxman

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Re: New drawmethod features (3731)
« Reply #4 on: November 24, 2012, 03:35:43 pm »
Looking awesome there with the new drawmethod input. I'm never used to the old drawmethod 'cause I never bother using it. :P Splendid work. ;D
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Offline BeasTie

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Re: New drawmethod features (3731)
« Reply #5 on: November 24, 2012, 04:58:59 pm »
Very cool additions. :thumbs_up:

Offline Bloodbane

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Re: New drawmethod features (3731)
« Reply #6 on: November 24, 2012, 06:40:06 pm »
 Great work utunnels! now we don't have to worry accidentally disabled remaps while using drawmethod.
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Offline utunnels

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Re: New drawmethod features (3731)
« Reply #7 on: November 25, 2012, 05:03:09 am »
The image where Haggar's legs are transparent; did you do that yourself, or is that one of the features of the new drawmethod? It could be extremely helpful when making a stage that's in a river, a la Capcom D&D.
Nah, his whole body is transparent.

As or the river effect in old capcom games, it is just a remap on the tiles of the feet. As soon as it switches to jump animation, the effect is removed and a splash is spawned to cover the feet.






« Last Edit: November 25, 2012, 05:05:05 am by utunnels »

Offline The9Toe

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Re: New drawmethod features (3731)
« Reply #8 on: November 26, 2012, 04:37:23 am »
Hi there,

sorry if that's already cleared up but I'm a bit slow when it comes to the technical side of OpenBOR :)

Could you create a - let's call it - shadow puppet effect with this? (see below)

http://1.bp.blogspot.com/_PuilEZs64ro/TJLzGGi4CGI/AAAAAAAABjE/BWcyQemNuH4/s1600/29118_391171903321_81840688321_3746156_6182288_n.jpg

Offline Damon Caskey

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Re: New drawmethod features (3731)
« Reply #9 on: November 26, 2012, 05:05:57 am »
You could already do that with Fillcolor. Tintcolor lets you be much more advanced and nuanced. Like say, using subtle shades of charcoal grey instead of flat black.

DC
OpenBOR Wiki.

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Spoiler
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Offline The9Toe

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Re: New drawmethod features (3731)
« Reply #10 on: November 26, 2012, 05:16:29 am »
Thanks Damon - that was quick :wow!:

Offline utunnels

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Re: New drawmethod features (3731)
« Reply #11 on: November 26, 2012, 06:17:03 am »
drawmethod tintmode 2
drawmethod tintcolor 128_128_128

Something like this will do the job.


Also if combine tintmode 2 and alpha 1, you can create fire effect with different transparency.
« Last Edit: November 26, 2012, 06:20:36 am by utunnels »

Offline mtrain

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Re: New drawmethod features (3731)
« Reply #12 on: November 26, 2012, 07:46:28 am »
Thank you, utunnels! These additions are really useful :)
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Offline msmalik681

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Re: New drawmethod features (3731)
« Reply #13 on: November 26, 2012, 08:42:08 am »
great work utunnels i love this new feature i will be using tints for my shock and burn animations now.

Offline BeasTie

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Re: New drawmethod features (3731)
« Reply #14 on: November 26, 2012, 04:29:56 pm »
Is there a means to get 'glows/glowing' effect?

 



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