imported_peterigz
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imported_peterigzParticipantI think if you go onto the Blitzmax forums there’s a lot of great info there, and atleast a few tutorials people have written, which you might find on the beginners forum.
April 2, 2011 at 10:59 am in reply to: First time using Timeline FX in a while – got some problems #4122
imported_peterigzParticipantok, it was a friends leaving do at work yesterday so I never got a chance, but will definitely sort today! 🙂
imported_peterigzParticipantYes, TimelineFX is written in Blitzmax and I’d definitely recommend it especially if you’re only interested in making 2D games 🙂
April 1, 2011 at 7:37 am in reply to: First time using Timeline FX in a while – got some problems #4147
imported_peterigzParticipantAhh yes, I completely forgot about this! Will svn the changes tonight 🙂
imported_peterigzParticipantHey wiebo I did try this but couldn’t try it properly due to not having a proper game controller. But was looking great all the same! 🙂
imported_peterigzParticipantHello, the 128bit header consists of 4 32bit ints containing the width,height, number of frames and the total size of the png.
Here’s the actual save function in Blitzmax:
Function saveTPA(filename:String, anim:TPixmap, w:Int, h:Int, frames:Int)
Local tempstream:TStream = WriteStream(filename)
Local tempbank:TBank = CreateBank()
SavePixmapPNG(anim, tempbank)
WriteInt(tempstream, w)
WriteInt(tempstream, h)
WriteInt(tempstream, frames)
WriteInt(tempstream, BankSize(tempbank))
WriteBank(tempbank, tempstream, 0, BankSize(tempbank))
tempstream.Close()
End Function
Can you upload an example TPA that you’re trying to load, as I can’t seem to recreate that error here. Thanks!
imported_peterigzParticipantLooks good Dave 🙂
imported_peterigzParticipantHello, is it something like this you’re trying to do?
http://www.rigzsoft.co.uk/files/emitters/wind.eff
You can maybe play around with some of the attributes to get nearer to what you want. Also the particle shape will make a difference too I think.
imported_peterigzParticipantCan’t wait to play it Wiebo, looking really good!
imported_peterigzParticipantGlad you’re enjoying the software and of course you can make a reference 🙂
I think I know the kind of effect you’re after as I played windwaker myself, so I’ll have a go and see what I can come up with.
imported_peterigzParticipantNo, you’d have to design the effect to fit into the length of animation that you want. However you can change the Frame Step value when you export so that every nth frame is saved. So for example if the animation is 32 frames long, then setting the frame step to 2 will save every 2 frames thus creating a 16 frame animation instead.
imported_peterigzParticipantHi Gatti, thanks for the report. Please download TimelineFX again, and let me know if it works now. Not sure how that bug crept in there!
Direct link to mac download: http://www.rigzsoft.co.uk/files/TimelineFXEditor.zip
imported_peterigzParticipantHello, is there any error message, or what is different when trying compared to the demo, it should be exactly the same.
February 6, 2011 at 6:57 pm in reply to: First time using Timeline FX in a while – got some problems #3921
imported_peterigzParticipantHey GfK, yeh that debuglog thing is prolly something left over from when I was debugging something or other, will sort it as soon as poss. At the mo I’ve just moved house and on top of that the PSU on my main dev PC has blown up 🙂 but hopefully I should be all systems go on wednesday ish. I’ll do a quick SVN update then.
imported_peterigzParticipantThanks.
Yes I think that would probably work.
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