Transparent night overlay.

Tga's are not suported by coldtone , thats why they don't work. You must save them as png files!!
One thing about adding these images to the map in the editor ;
make sure they dont overlap each other, because when they do , they are rendered all black in the game.

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Tga's are not suported by coldtone , thats why they don't work. You must save them as png files!!
One thing about adding these images to the map in the editor ;
make sure they dont overlap each other, because when they do , they are rendered all black in the game.

You're right - I'm an idiot. You see, i use tgas for so many other projects that I gues I just assumed that it was the format to use for transparency... thanks - that fixed my prob. 🙂

And Efeion, here are your night overlays - they might not work in the editor, but it'll come out in the game - try it to make sure and let me know!
(url="http://"http://www.sinthesisent.com/night.sit")http://www.sinthesisent.com/night.sit(/url)

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Here's my site! There is art, music, movies, and games are on there way!
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Originally posted by Klatu:
You're right - I'm an idiot. You see, i use tgas for so many other projects that I gues I just assumed that it was the format to use for transparency... thanks - that fixed my prob.:)

😕 Isn't that what I said three days ago? I feel like my posts to this topic disappeared into a black hole or something... 🙂

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I don't know what I'm talking about.
Oh no, here comes another learning experience.
(url="http://"http://homepage.mac.com/glennfield/ColdstoneBugs.html")Coldstone 1.0.1 Bug List(/url) - last update 10/10/2002
(url="http://"http://www.ambrosiasw.com/webboard/Forum48/HTML/001547.html")Stark Bledfast's Coldstone Debugging 101(/url)

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Isn't that what I said three days ago? I feel like my posts to this topic disappeared into a black hole or something...

Man, didn't I just say that I was an idoit? 🙂

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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)

I have been away so I have not read this post in a wile.

I will try this new image.

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Magnum gloriam Efeionae est!
The forest is calling, how will you answer?

This picture does not work.....

I think a picture this big will not work sadly.....

There must be another way?

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Magnum gloriam Efeionae est!
The forest is calling, how will you answer?

you must add more memory to the coldstone application!
It worked for me. look at the screenshot!

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One there is no screen shot

Two I have tried that it does not help over all because....

Three the picture will not appear in the game

Come on some one must have the answer im looking for.

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Magnum gloriam Efeionae est!
The forest is calling, how will you answer?

(url="http://"http://www.geocities.com/jonameijers")http://www.geocities.com/jonameijers(/url) , here you can download the png file. there is also a screenshot. good luck !

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how does that statement go...want something done right--i do forget so easily.

Jona: Does the Demo game run at the same speed when you attach the 'Night.png' graphic overhead?

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no, it seems that when you add the overlay picture, the game runs slightly slower. Actually, i haven't notced this before. I added more memory to the game (150mb), but no improvements. Can this be fixed ,is it a bug? I know no alternatve besides altering all my spites(make them dark). But that means my game will be twice as large! I 've got a somewhat dated computer 350mhz imac. Do other peaple with faster processors expierience the same speed decline?

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Okay.
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One simple idea is to create tiles of the night graphic place them on a layer above(use the "snap to grid" option) the player and you have the same overlay without the engine having to worry about the movement and tracking of the sprite. this will eliminate the need for the engine to scroll, track and update the position of the very large sprite.
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However if you're intent is to animate the night, ie;
simulate daybreak,
time lapse photography,
cloud cover
freaky spell efx

then i offer this bit of information:

I have experimented with over 96, 32x32, animationFiles.
With 16 frames of contantly looping animation.
Each all with a frame delay of 5...i have noticed no delay.

On a map that's approximately 832x624 that means i've covered 20% of the map with animating tiles.
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The DemoGame's map is about 3,000+ pixels large, you might want to use larger tiles; 96x96, 128x128,256x256.
that wway you use fewer tiles and cover a larger area without overwhelming the engine.
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You're unlikely to see this case of slowdown improve...no matter how much RAM you alot, that's just a really large(LxW)png.
Its just big and awkward...

and if you've noticed the engine is slow at animating png graphics in the editor.
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Random note:
for simple transparencies(meaning single/consistent level of transparency) using a pict files might be best.
use appleworks and use a pattern fill...save as a pict...the white areas will be knocked out andd the transparency effet will be akin to loking through fine knit fabric(Pict) as opposed to a film(PNG).
Useful if you don't have graphicConvertor, PhotoShop (full or element), or care to learn about the PNG format.
This solution's usefulness varies by case.

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