This is an example of what you can achieve with storyboarding (+ a lot of time):
http://www.youtube.com/watch?v=Q6wKUlmFsAY
http://www.youtube.com/watch?v=Q6wKUlmFsAY
4,0,1,"SliderDemo1.wmv",320,320
S,0,40500,40500,0.6,0.6
F,0,38000,38400,0,1
EiJi wrote:
Call me an idiot for not being able to figure this out...anyone wanna help me?
I'll right down what I want, and hopefully one of you can script it for me. Below I will post 3 times at which I want an image to pop up briefly and then disappear. It's the same image.
[pop up - disappear]
02.27.02 - 02.27.28
02.27.53 - 02.27.79
02.28.05 - 02.28.31
So script this, how would it be done?
4,0,1,"image.png",x,y
_F,0,147020,147020,1,1
_F,0,147280,147280,0,0
_F,0,147530,147530,1,1
_F,0,147790,147790,0,0
_F,0,148050,148050,1,1
_F,0,148310,148310,0,0
uh, that was just a template.awp wrote:
you can leave x and y in the sprite's instantiation and it won't throw a parse error? Did not know that. I just sometimes threw in spurious numbers, myself.
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?Loginer wrote:
Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
"peppy wrote:
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?Loginer wrote:
Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.
NONE mispells my mame and getts away wit it. :[ *charges lasorz*LuigiHann wrote:
You can storyboard on top of a video. Loginner did a little bit of that with his Dodongo map, and peppy did it with his m-flo one.
Yes and yes. The second digit of any object is the "layer" digit. "Fail" is layer 1. So just make sure your strobe starts something like this (notice that the second number is 1):James wrote:
Questions:
1. Can I storyboard "fail" only?
2. Can I add strobes during fail part of storyboard?
3. If the answer to 1 and 2 are both "yes", brief explanation pls.
4,1,0,"white.png",0,0
Currently no, it'd have to be a feature request if you want that option.James wrote:
Thanks.
Got it working now.
Got one question.
Can the "fail" storyboard be activated whenever the player reaches x hp instead of having it activated whenever a player got a 100/50/X?
Partly incorrect. Check the design mode panel for a slidebar which will let you adjust the offset.awp wrote:
open your .osb or .osu file, find the entry with the video, and edit the second field.
Is dat in publix? I haven't actually checked myself. Neat, though.peppy wrote:
Partly incorrect. Check the design mode panel for a slidebar which will let you adjust the offset.awp wrote:
open your .osb or .osu file, find the entry with the video, and edit the second field.
No. The top storyboard layers is still below all gameplay layers.Tapdancingmetroid wrote:
Just curious, is it possible to storyboard on top of everything, including notes and the like?
The 4 means it's a sprite. I actually forget what 1, 2 and 3 are, but 5 is sound.Mafiamaster wrote:
Example in the paraparamax file
4,0,0,"evangelion_20_640.jpg",0,0 <--- What's that 4 at the beginning for?
Yes @ offsets, no @ x,y. The 0 and 1 are INITIALFADE and ENDFADE. 0 means completely transparent, 1 means completely transparent. In this case, the image is taking approximately 800ms to FADE IN.Mafiamaster wrote:
F,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig?
Now the image is fading out, so it doesn't just instantly disappear.Mafiamaster wrote:
F,0,219970,221300,1,0 <----- So why is there a second line here? What is this for? Or do I even need this line. (Main Question)
Yes, and the x and y co-ords of the image following the filename.Mafiamaster wrote:
This is what I have so far.
//Storyboard Layer 0 (Background)
0,0,"Remilia and Flandre.jpg" <---- Yeah I know, it's nothing. But what should I add to it. That 4 at the beginning?
You currently have the offsets for the fade-in at 41433 and 96988. That means it's going to take approximately 55 seconds to fade in (96988 - 41433 = time to get from 0 to 1). If you want it to fade in faster - let's say you want it to take 2 seconds to fade in. With your first offset at 41433, your second offset will be 43433 (That's your initial offset + 2000ms aka 2 seconds)Mafiamaster wrote:
Edit: Ah ok, After much study, I've begun to learn how it works
Which takes me to:
//Storyboard Layer 0 (Background)
4,0,0,"Remilia and Flandre.jpg",0,0
F,1,41433,96988,0,1
4,0,0,"Remila-Flandre-Sakuya.jpg",0,0
F,1,97155,122988,0,1 blah blah
But now the pictures are slowly fading in, and the full colored picture displays when it's about to end and go on to the next picture. What can I do to make the fade ins faster, if possible?
You need to put _ before the F'sMagmabear wrote:
But you said that the code should work. I don't know why but when I remove the code it works just fine...
Ah, never mind, I suck at this stuff anyway...
Remco32 wrote:
Thank you for teaching me the secrets of the Storyboard.
Thank you! *star*LuigiHann wrote:
UseSkinSprites: 1
under [General]
Only works for images as far as I know.
orzEcho wrote:
p: the efect parameter to apply
H - horizontal flip
V - vertical flip
A - additive-blend colour (as opposed to alpha-blend).
Animation,Pass,Centre,"sb_items\sonicrun.png",320,240,8,30,LoopForever
_M,0,12671,42843,144,285
http://en.wikipedia.org/wiki/Additive_colorBreeze wrote:
A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks
//Background Colour TransformationsWhat these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
3,100,0,0,0
Realize for other parts of the storyboard script, "Sprite" and "Animation" and "Centre" are simply named numbers. They are transformed into numbers before the storyboard is processed.ShaggoN wrote:
I have little question. Couldn't find answer anywhere.//Background Colour TransformationsWhat these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
3,100,0,0,0
Thanks very much!strager wrote:
http://en.wikipedia.org/wiki/Additive_colorBreeze wrote:
A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks
http://en.wikipedia.org/wiki/RGB_color_model
To understand how it works, it may be useful to try using it.
i don't know what "3" means here, but "100" is the timeline during the song. for example, Al-Azif's map "Boundary of Space",ShaggoN wrote:
I have little question. Couldn't find answer anywhere.//Background Colour TransformationsWhat these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
3,100,0,0,0
Sprite,Background,Centre,"object1.png",x,y
_M,0,0,1000,x,y
Sprite,Foreground,Centre,"object2.png",x,y
_M,0,0,1000,x,y
Sprite,Background,Centre,"object3.png",x,y
_M,0,0,1000,x,y
A typo. TopCenter doesn't work. It's TopCentre.Echo wrote:
origin:
TopLeft
TopCenter
TopRight
CentreLeft
Centre
CentreRight
BottomLeft
BottomCentre
BottomRight
[quote="Xavier18488"]I have a giant problem! The colour changer "C,...,...,...,...,...,..." what are the [color=#BF0000]numbers[/color] that I have to? for Example: To the colour [color=#0000FF]blue[/color].[/quote]
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?Echo wrote:
startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
Are you sure the "startx,starty,endx,endy" are positions? More than likely it implies "startxscale,startyscale,endxscale,endyscale".emergist wrote:
In vector scaling:I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?Echo wrote:
startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
You're right, I've tried just now. Thx.those wrote:
More than likely it implies "startxscale,startyscale,endxscale,endyscale".