Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
Ok, this is what I find that happens with Adobe when I make something:
You're picture has the backround in it, at all times. What I mean is the backround starts off white, and stays that way. The eraser doesn't work, and I don't believe you can delete the layer. A way to delete it possibly? So, if you run the character through it and save it, there will be this white box hovering around with it. Anyway to delete this?
Sorry if it's a dumb question, I am not very experienced.
Thanks!
------------------ Have you ever noticed how people say something is smart only when it acts like something else? People say cats are smart when they act like dogs, or when they act like humans. Can't things be smart in their OWN way?
(This message has been edited by PinkFluffyBunny (edited 09-07-2002).)
Simple when you start a new file click on the button all the way at the bottum of the new file dialog - it'll make the background transparetn.
If the file is already created then just create a new layer and it will then let you drag the background layer to the trash in it's window - that'll take care of it, but when you save it as a pct the background will turn white. And if you save it as a png then you need to create an alpha channel for it...
Aplha channel creation...
1 - do all your art on one or many layers. 2 - link them when done by clicking the little box next to the eye. 3 - in the layer window select merge linked 4 - you should be left with one layer now press command and click the remaining layer - this will select it preserving it's transparency. 5 - then open up the channel window and create a new channel, by clicking the triangle the same way you do to create a new layer, it'll automatically name itself alpha 1 6 - make sure that the background color is white 7 - select the alpha 1 channel 8 - hit delete and save as png
I gave such you the long directions so that you learn how to work with alpha channels as this will come in handy.
I have a problem which is that my png's show up too dark when opened in coldstone - you have to fix this by setting the gamma to 1 I believe, but I don't see this option anywhere. Anyone that can help or has figured it out let us know!
Also, you'll soon learn when working with photoshop there are MANy different ways to accomplish the same thing - that's one of the great things about that program - I've used it for almost 5 years and still find things that I didn't know where there or could be used for a certain effect!
I hope I helped!
------------------ Here's my site! There is art, music, movies, and games are on there way! (url="http://"http://www.sinthesisent.com")http://www.sinthesisent.com(/url)
Weird, coldstone makes my images dark too... If anyone knows why this happens i'd be very interested! Putting the lightness up to about 30 seems to cancel it out in Coldstone (but it gets so unbelieveably tedious altering every image in this way!).
As for your "background layer" problem, PFB, you could just rename the "background" layer something else ("layer 0" is the default), by double clicking on it's box... then you can delete it like any other layer
That alpha clannely stuff sounds interesting though, i think i'll go and find out more
------------------ "If it's too hard, I can't understand it."
I get it - I think. That alpha channel stuff will come in handy when I make some transperant figures. I have another question that is simple, but the user guide doesn't explain how to do it.............:
How do I link the walking animations to the mouse/keyboard? Same thing for the attacks. I mean, the user manual explains so little it scares me. :eek:
Also, can you remove/replace things like houses that aren't NPCs?
My game site is up! Yay! I haven't finished the demo, I haven't really started it. I am busy writing the chrons and making the animations first. Go (url="http://"http://glued2seatp.tripod.com/") here (/url) to see it.
I will put a link to your game site if you want me to. Just go to my site, click on the email link, and tell me. Please, if I put you on my site, put me on your site too.
------------------ Have you ever noticed how people say something is smart only when it acts like something else? People say cats are smart when they act like dogs, or when they act like humans. Can't things be smart in their OWN way? My game's site: (url="http://"http://glued2seatp.tripod.com/")http://glued2seatp.tripod.com/(/url)
(This message has been edited by PinkFluffyBunny (edited 09-08-2002).)
Quote
Originally posted by PinkFluffyBunny: **How do I link the walking animations to the mouse/keyboard? Same thing for the attacks. I mean, the user manual explains so little it scares me.:eek: **
(For anyone who's interested...)
What I plan to do is set up globals for each attack. Like if I want to punch I set a global: Punch. I would make a key event that will set the global to 1. If I want to do a 2 punch combo I would say "If Punch is set to 1" then set it to 2 to do the second punch. Then I could set it to 0 unless I wanted a three punch combo.
For moving, I will also use globals for that. When a person moves north for example, global Move North sets to 1. Uh... I'm not sure how to let the game know that the person released the button though... :frown: So I'll get back to you later.
If there is a flaw to this please tell me because this is what i want to do.
------------------ Stronger isn't always better. Sometimes the quicker can accomplish more.
Originally posted by PinkFluffyBunny: How do I link the walking animations to the mouse/keyboard? Same thing for the attacks. I mean, the user manual explains so little it scares me.
The user manual explains how to do this. Here: "There are some situations where the engine will automatically switch the current animation for the player and the NPCs (if they use an animation file, not a still picture) to a specific animation ID if this ID is available. The animation index is displayed in the popup menu found under the frame list in the animation editor. It represents the order of the animations within the animation file." Look on Page 65-66 of the User Manual for a list of index numbers which correspond to each type of animation.
Just use the Stamp Control action.
------------------ "I never let school interfere with my education." ยMark Twain (url="http://"http://homepage.mac.com/cafall/projects/tfm.html")The Four Mages(/url), an unfinished quest-oriented plug-in for Pillars of Garendall. ย Cafall
OK, thanks, but I was referring to the user manual with the trial version.
------------------ Have you ever noticed how people say something is smart only when it acts like something else? People say cats are smart when they act like dogs, or when they act like humans. Can't things be smart in their OWN way? My game's site: (url=http://"http://glued2seatp.tripod.com/)http://glued2seatp.tripod.com/ (url)
Originally posted by Cafalll: **index snip
**
That means my globals method wouldn't work, huh?
(This message has been edited by SSJ6Gohan (edited 09-08-2002).)
Originally posted by PinkFluffyBunny: **OK, thanks, but I was referring to the user manual with the trial version.
The stuff IS in the manuel! Thanks Cafall! I owe you one.
Originally posted by PinkFluffyBunny: OK, thanks, but I was referring to the user manual with the trial version.
There is no difference between the manual for the trial version and the manual for the full version.
Oops, sorry, I suppose I wasn't reading very carefully...I have so much on my mind with school coming up and all...
Putting the lightness up to about 30 seems to cancel it out in Coldstone (but it gets so unbelieveably tedious altering every image in this way!).
Do ypu know how to use batch with actions - this will process every image for you by itself!
It not let me know and i'll write another mini-tutorial!