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Messages - krog9

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1
Themes / Re: New Theme - Game Station HD v2.0
« on: January 06, 2016, 04:40:50 AM »
It's really cool layout, thank you for this job!

2
Themes / Re: My attempt to make layout
« on: January 02, 2016, 06:04:04 AM »
Here's a screenshot, do not judge strictly, I know that this is rustic, but there are a couple of animations. Course about BG I better not say anything, as an artist, while I do not really.

3
Themes / My attempt to make layout
« on: December 30, 2015, 03:51:01 AM »
Hello everyone, despite how wonderful work here, I decided to try to make layout himself. Sorry for not showing any video or screenshot, just do not want to scare you ahead of time. :D
Please tell me I did it, or the layout is not interesting.

4
Scripting / Re: moving animation
« on: August 24, 2015, 02:39:04 AM »
While I can not understand what the appointment line at onStop, probably it is necessary to consider once again animate.nut))
Check my code can you find something important:
Code: [Select]
local buster = fe.add_image("busterCarrot.png", 180, 140, 52, 130 );
local buster_config = {
   when = Transition.StartLayout,
   width = 42,
   height = 56,
   loop = false,
   frame = 0,
   order =[0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
   time = 9000
}
local busterm_config = {
   when = Transition.StartLayout,
   property = "position",
   loop = false,
   end = {x = 180, y = 140},
   time = 9000
}
local busterrun_config = {
   when = Transition.StartLayout,
   width = 42,
   height = 56,
   loop = false,
   delay = 9000,
   frame = 0,
   order = [3,4,5,6,7,8,3,4,5,6,7,8],
   time = 578
}
local busterrunm_config = {
   when = Transition.StartLayout,
   property = "x",
   delay = 9000,
   loop = false,
   start = 180,
   end = -70,
   time = 578
}

animation.add( SpriteAnimation( buster, buster_config ) );
animation.add( PropertyAnimation( buster, busterm_config ) );
animation.add( SpriteAnimation( buster, busterrun_config ) );
animation.add( PropertyAnimation( buster, busterrunm_config ) );
//Anything above this is the first two animations, that is, the character stands still 9000 milliseconds (or whatever), at the end of 9000 milliseconds, it runs off the screen.


local buster2 = fe.add_image("busterCarrot.png", -70, 167, 52, 130 );

local buster2_config = {
   when = Transition.StartLayout,
   width = 42,
   height = 56,
   loop = true,
   frame = 0,
   order = [9,10,11,12,9,10,11,12,9,10,11,12],
   time = 490
}
local busterm2_config = {
   when = Transition.StartLayout,
   property = "x",
   loop = true,
   delay = 9350,
   start = -70,
   end = 860,
   time = 4890
}

animation.add( SpriteAnimation( buster2, buster2_config ) );
animation.add( PropertyAnimation( buster2, busterm2_config ) );
//Here runs the third animation, it has to go in loop, but because of the delay animation appears through 9350 milliseconds instead of 450 milliseconds.

5
Scripting / Re: moving animation
« on: August 16, 2015, 11:50:27 PM »
In more detail, the first animation should "escape" for the screen (I have already taken care of), second (not necessarily the same object, but it is advisable) should run out of the screen is slightly lower, the performance of the first animation I make somewhere 9000, this means that the delay of the second animation is also 9000, and everything would be fine, if a loop occurred without the same delay. Here's the code to play the first animation:

local buster = fe.add_image("busterCarrot.png", 180, 140, 52, 130 );
local buster_config = {
   when = Transition.StartLayout,
   width = 42,
   height = 56,
   loop = false,
   frame = 0,
   order =[0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
   time = 9000
}
local busterm_config = {
   when = Transition.StartLayout,
   property = "position",
   loop = false,
   end = {x = 180, y = 140},
   time = 9000
}
local busterrun_config = {
   when = Transition.StartLayout,
   width = 42,
   height = 56,
   loop = false,
   delay = 9000,
   frame = 0,
   order = [3,4,5,6,7,8,3,4,5,6,7,8],
   time = 578
}
local busterrunm_config = {
   when = Transition.StartLayout,
   property = "x",
   delay = 9000,
   loop = false,
   start = 180,
   end = -70,
   time = 578
}

animation.add( SpriteAnimation( buster, buster_config ) );
animation.add( PropertyAnimation( buster, busterm_config ) );
animation.add( SpriteAnimation( buster, busterrun_config ) );
animation.add( PropertyAnimation( buster, busterrunm_config ) );

6
Scripting / Re: moving animation
« on: August 16, 2015, 10:13:54 PM »
Another question, I have an animation, after she played, I need to create an animation in a different plane, for example, the first animation in y = 120, the second animation y = 170, while I can not use a delay, because I want to second the animation loop and it should be played without delay. Is it possible to somehow put a one-time delay?

Previous suggestion helped me will move on, and I hope this time you can help.

7
Scripting / Re: moving animation
« on: August 14, 2015, 10:10:10 AM »
Thank you, liquid, this animate.nut - handsome stuff :)

8
Scripting / moving animation
« on: August 14, 2015, 12:35:25 AM »
Hi there! I am newbie in this difficult matter. In general, i animated spritesheet animation in my layout, uses spritesheet.nut, but i want to do it at the same time moving across the screen. Please, prompt novice how to do it?

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