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> Fangame Mini-Tutorials Topic
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Xgoff
Posted: May 3 2007, 12:45 AM
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Basically this is a topic where you can post tutorials open-source, written, graphical, or whatever format you feel like.

It's intended for things that are more complex (or less obvious in execution) than something like basic scrolling or lives or whatever, yet are too simple or short to be uploaded the main site. Your tutorials do not have to require a certain program; general tutorials that can help with any program or language are fine.

If you want to make a tutorial, but have no idea what to make, try the Overlooked Fangame Concepts topic

Hopefully this will cut down on some of the help topics, as long as people READ the FAQ, that is.

[dohtml]<hr />
So anyway, here are a couple of mine (which show the different explanation options):
<hr />[/dohtml]
SMB-style scrolling (one-way) For some reason, I have the feeling something like this is already on the main site, but whatever
Target applications: user posted imageuser posted imageuser posted imageuser posted image
CODE
Alterable Value A of "Mario" < X( "Mario" )
--> Mario - Set Alterable Value A to: X( "Mario" )

Always
--> Center display at X: Alterable Value A( "Mario" )


SMRPG Battle Menu Base Technically I could upload this, but hell if I'm going through commenting it
Target applications: user posted imageuser posted imageuser posted imageuser posted image
Event List for all versions MMF2/TGF2 open-source

This post has been edited by Xgoff on Sep 7 2008, 02:25 PM


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
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Char
Posted: May 3 2007, 05:06 AM
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I have one here

SMB/Seconds Timer Most of you must be knowing this, but just in case. Speed of timer is not exactly like SMB
Target Applications: user posted imageuser posted image
If it doesn't work on 5, please tell me.
Make a new object and call it objTimer (or whatever, your preference)
objTimer's Create Event:
Execute a piece of code
QUOTE
global.timer = 300
alarm[0] = room_speed/2.5
Red: The initial value of the timer. Change it, or you can even use a creation code (advanced users only).
Blue: Remove this if you want only seconds, or change if you want a faster/slower timer (decimal points work, so you can change it to something like /1.5 or multiplication like *2).


objTimer's Alarm 0 Event:
Execute a piece of code
QUOTE
global.timer -= 1
alarm[0] = room_speed/2.5
Red: Number of seconds to subtract. If you want a normal timer, stick with 1.
Blue: Remove this if you want only seconds, or change if you want a faster/slower timer (decimal points work, so you can change it to something like /1.5 or multiplication like *2).


objTimer's Draw Event:
Execute a piece of code
QUOTE
draw_text(10,10,global.timer)
Red: x and y position. Put it like x,y. Eg: 100,203


And finally, the reason I made this global.
Player who you want to kill when time runs out
Player's Step Event:
Either:
Execute a piece of code
QUOTE
if global.timer < 0 {
*stuff_for_killage* }

or
If a variable has a value
QUOTE
Variable: global.timer
Value: 0
Operation: smaller than

Start of a block
*drag_and_drop_killage*
End of a block

This topic will come in handy.


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Make your own | If a level is breaking the rules, note the ID and PM me.
Reference (thanks Frogjester!)
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Xgoff
Posted: May 5 2007, 04:13 PM
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so anyway


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DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth:
DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Ultramario
Posted: May 7 2007, 02:46 AM
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Simplest oneway platform code:

Target Applications: Game Maker 6/7 (maybe 5)

To character's collision event with oneway platform:
CODE
If y is smaller than other.y-character.sprite_height-1+character.vspeed
If vertical speed is not smaller than 0
<Set vertical speed to 0
jump to position (self.x, other.y-character.sprite_height)>

replace "character" with the name of the main character object (Mario, Yoshi etc...).

IMPORTANT: ONEWAY PLATFORM OBJECT MUST NOT BE SOLID

To character's Step event:
CODE
If there is a collision with oneway platform (0,1)
If there is not a collision with oneway platform (0,0)
Set gravity to 0
else
Set gravity to 1 (or anything you like (no higher than 1 is my recommendation))


This post has been edited by Ultramario on Sep 3 2007, 11:51 PM


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Xgoff
Posted: May 8 2007, 06:45 PM
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Fastloops for fun and PROFIT!!! (ie ways to use them)
Target applications: user posted imageuser posted imageuser posted image (this can be done in TGF1 but it requires the Fastloop object)
REQUIRED: Overlay (preferably Redux but whatever)

QUOTE (Drawing a grid with lines (independent loops))
Always
--> Overlay Redux - Clear with color: GetRGB(0,0,0)
--> Start Loop: "X"; 10 
--> Start Loop: "Y"; 10

On loop "X"
--> Overlay Redux - Draw Line: loopindex("X") * 16; 0; loopindex("X") * 16; 0; 1; GetRGB(255,128,64)

On loop "Y"
--> Overlay Redux - Draw Line: 0; loopindex("Y") * 16; 0; loopindex("Y") * 16; 1; GetRGB(64,128,255)

QUOTE (Drawing a grid with boxes (nested loops))
Always
--> Overlay Redux - Clear with color: GetRGB(0,0,0)
--> Start Loop: "Y"; 10 

On loop "Y"
--> Start Loop: "X"; 10

On loop "X"
--> Overlay Redux - Draw Rectangle: loopindex("X") * 16; loopindex("Y") * 16; 15; 15; GetRGB(128,64,32); 0; 0


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DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth:
DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Ultramario
Posted: Jun 15 2007, 02:59 PM
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Moving horizontal platform:

Target Applications: Game Maker 6/7 (maybe 5)

Platform's Step Event:
CODE
If at relative position (0,-1) there is object character
If at relative position (0,0) there is not object character (this action is not necessary when Platform is solid)
for all character: move relative to position (self.hspeed,0)


Character's Collision with Platform:

If Platform is solid:
CODE
If y is smaller than other.y
<Set vertical speed to 0
jump to position (self.x, other.y-character.sprite_height)>
else
<Set vertical speed to 1
jump to position (self.x, other.y+Platform.sprite_height)>


If Platform is not solid:
CODE
If y is smaller than other.y-character.sprite_height-1+character.vspeed
If vertical speed is not smaller than 0
<Set vertical speed to 0
jump to position (self.x, other.y-character.sprite_height)>


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Elyk
Posted: Jun 15 2007, 04:28 PM
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this needs sticky nod.gif


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kremling
Posted: Jun 15 2007, 05:16 PM
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jump to position (self.x, other.y-character.sprite_height)>

ULtramario

It keeps asking for ")"

What do I do?


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kremling
Posted: Jun 15 2007, 11:55 PM
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What would I need to do to make this work?

CODE

if instance_exists(obj_bomb){
if obj_bomb>obj_me2{
mp_linear_step(x,y,x+=4,false)
}}


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Deviant Art
"Doing the wrong thing is always right"
Drawings by mfggers: Omnomlicous - Jazz - Bip
user posted image
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Elyk
Posted: Jun 22 2007, 09:13 AM
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QUOTE (Ultramario @ Jun 15 2007, 02:59 PM)
Moving horizontal platform:

Target Applications: Game Maker 6/7 (maybe 5)

Platform's Step Event:
CODE
If at relative position (0,-1) there is object character
If at relative position (0,0) there is not object character (this action is not necessary when Platform is solid)
for all character: move relative to position (self.hspeed,0)


Character's Collision with Platform:

If Platform is solid:
CODE
If y is smaller than other.y
<Set vertical speed to 0
jump to position (self.x, other.y-character.sprite_height)>
else
<Set vertical speed to 1
jump to position (self.x, other.y+Platform.sprite_height)>


If Platform is not solid:
CODE
If y is smaller than other.y-character.sprite_height-1+character.vspeed
If vertical speed is not smaller than 0
<Set vertical speed to 0
jump to position (self.x, other.y-character.sprite_height)>

I cant get this to work. Can you maybe write it in the code exactly laugh.gif

This post has been edited by Elyk19 on Jun 22 2007, 09:14 AM


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GeneralGuy
Posted: Jun 22 2007, 09:43 AM
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Mario-Themed Enemy Movement
Creates a looping movement similar to that of a mario-related enemy.(Clickteam basic path movement tutorial)
Target applications: user posted imageuser posted imageuser posted imageuser posted image
CODE

Collision between [enemy] and [active object(serves as a barrier)]
-->[enemy] movement is reversed.

Always
-->Make [active object(serves as a barrier)] invisible.


Just give the enemy a continuing path movement and set speed. This serves really well in placing enemies in certain areas of levels.


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Companion_Cube
Posted: Jun 23 2007, 05:59 AM
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<3
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Slash Commands for Online Projects
This is an example .mfa file that shows you how to make simple slash commands such as "/me" or "/help". Uses the String Parser 2 object and the IfElse Nest object to keep things tidy. String Parser 2 comes with the first MMF2 bonus pack, you can get IfElse Nest here.
Target Applications: user posted image

Attached File ( Number of downloads: 28 )
Attached File  slashcmds.zip


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this is not a user posted image
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Xgoff
Posted: Jul 9 2007, 07:57 PM
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Hey this topic is useful >:(

oh and i'm working on another one right now so


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DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth:
DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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SnakeMan
Posted: Jul 9 2007, 08:08 PM
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Whats up with the sudden influx of good topics?!


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PSI FAREWELL
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Grant
Posted: Jul 11 2007, 10:00 AM
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John Freeman said
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Making animated tiles in GM


Create several new layers of tiles in the room editor for a room, one for each frame in the tile animations. Don't use any layers for this that are the same as ones you're using for NON-animated tiles, or else things will get messed up. For example, let's say you're not already using Layer 2000000 for other tiles or backgrounds; in that case you could make Layers 2000000, 2000001, 2000002, and 2000003 for animated tiles with 4 frames, if you wanted the tiles to be at that depth compared to tiles in other layers. (If you wanted them to appear in front of other tiles, you could use some smaller depths than other layers have, like 5000, 5001, 5002, and 5003, for example.) Anyway, in each layer put in all the tile "frames" that you want to put in, making sure to put a different frame in each layer. If you put a tile in one place on one of these layers, but don't put a different animation of that tile in the same place on another layer, then things will get messed up, just like if there were a blank frame of a sprite.

Now, in whatever controller object you're using to put the code for the tiles in, add several alarm events (the same number as the number of frames for the tiles). Add code similar to this to the Create event of the object:

CODE
tile_layer_show(2000000);
tile_layer_hide(2000001);
tile_layer_hide(2000002);
tile_layer_hide(2000003);
alarm[0] = 5;


Replace the depth values with your own depth values, of course, and replace the 5 with whatever number of steps you want between each frame change.

In the Alarm 0 event, put code similar to this:

CODE
tile_layer_hide(2000000);
tile_layer_show(2000001);
tile_layer_hide(2000002);
tile_layer_hide(2000003);
alarm[1] = 5;


In Alarm 1, put something like this:

CODE
tile_layer_hide(2000000);
tile_layer_hide(2000001);
tile_layer_show(2000002);
tile_layer_hide(2000003);
alarm[2] = 5;


In Alarm 2, something like this:

CODE
tile_layer_hide(2000000);
tile_layer_hide(2000001);
tile_layer_hide(2000002);
tile_layer_show(2000003);
alarm[3] = 5;


For a 4-frame tile animation, you would cycle back to the beginning at this point, in Alarm 3. So just put the same code you put in the Create event.

CODE
tile_layer_show(2000000);
tile_layer_hide(2000001);
tile_layer_hide(2000002);
tile_layer_hide(2000003);
alarm[0] = 5;


Naturally, for different numbers of frames you would do things differently; the above example only applies to 4-frame animations. If you wanted only 2 animations, only Alarm 0 and Alarm 1 events would be necessary, as you would cycle back to the beginning after that. And obviously, you would change the number of lines of code for showing/hiding layers depending on the number of layers/frames.

Also, you can extend this to make sets of tiles in the same room that have different numbers of frames and loop at different times. Simply add completely different layers for each frame of each set of animating tiles (so that codes for the separate sets don't interfere), make more than one controller object to control the different sets (or use the same one with a lot of alarm events), and use different alterations of the code samples posted above in the different objects.


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Xgoff
Posted: Jul 19 2007, 11:54 PM
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Basic Level Editor: Probably too simple to be really useful, but it at least gives you an idea of how to make one
Target Applications: user posted imageuser posted image
http://star.walagata.com/w/supermetalmario/leveditor.rar


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This post may contain original research or unverified claims.
Please disregard the above information and contact an administrator.

DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth:
DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Ultramario
Posted: Aug 2 2007, 02:46 AM
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Jumping in Game Maker 6/7

We need two objects for this. Object A jumps and Object B is solid ground (therefor Object B should be solid object).

Object A Step Event:
CODE
If relative position (0,1) gives a collision with Only solid objects
Set the gravity to 0 in direction 270
Else
Set the gravity to 1 in direction 270


Object A Collision Event with Object B:
CODE
if y is smaller than other.y
<
set the vertical speed to 0
move to position (self.x,other.y-self.sprite_height)
>
else
set the vertical speed to 2


Object A Key Press Event for "Insert jump key here" Key:
CODE
if gravity is equal to 0
<
play sound jump; looping: false
set the vertical speed to -7
>


This post has been edited by Ultramario on Oct 20 2007, 04:26 AM


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gnikoiram
  Posted: Aug 21 2007, 10:23 AM
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Someone make a Mini-Tutorial for game maker 6 or 7


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Help with the flipping Mario plz

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Take The Quiz Here

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Grant
Posted: Aug 21 2007, 02:19 PM
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John Freeman said
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QUOTE (gnikoiram @ Aug 21 2007, 11:23 AM)
Someone make a Mini-Tutorial for game maker 6 or 7

That would require far more than a mini-tutorial. Besides, there are plenty of resources for learning to use those programs (like the Help file included with the programs themselves, as well as tutorials on the GM site), and you have to take the time to read extensively about how to use the programs if you want to be any good with them.


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user posted image

QUOTE (oh youtube trolls)
u guys r retarded hippocrates

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Pie is not random. I wish people would realize this.
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Xgoff
Posted: Sep 1 2007, 05:23 PM
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SMW-style fadeout
Target applications: user posted imageuser posted image

Objects needed: Active Overlay ("Fade"), Overlay Redux ("Overlay")

1. Move Overlay outside the frame, and resize Fade to the window's size and position it at 0,0

2. In Overlay's Setup menu, make sure the Transparent Mode radio button is selected

CODE
Start of Frame
--> Fade - Set Redux address: ovlAddress( "Overlay" )

((Event that would normally end the frame, but it this case it doesn't))
--> Set Global Value A to: 500 ((may vary depending on your window size))

Global Value A > 0
--> Subtract from Global Value A: 2
--> Overlay - Clear with getRGB: 1
--> Overlay - Draw Ellipse: [X] ((half of the window's width)); [Y] ((half of the window's height)); [Width] Global Value A; [Height] Global Value A; [Fill Color] 0; [Outline Thickness] 0; [Outline Color] 0

Global Value A <= 0
--> ((End of frame actions))


This post has been edited by Xgoff on Sep 1 2007, 05:24 PM


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