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Yez Variable Backdrops ¿como funciona? D:

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Yez Variable Backdrops ¿como funciona? D:

Mensaje por serch el Miér Jul 27, 2011 1:16 pm

Hola
bueno tengo un problema realmente horrible :(
El YEZ Battle Background (para que los frontales se vean presentables) tengo unos problemas
Código:
#===============================================================================
#
# Yanfly Engine Zealous - Variable Backdrops
# Last Date Updated: 2010.02.07
# Level: Normal
#
# One of the greatest things to come out of RPG Maker 2003 that didn't appear in
# any of its successors was moving backdrops during battle. There was a front
# layer and then a back layer and it broke the monotony of a static background.
# This script lets you recreate all of that with ease and control it with ease.
# Just change a variable value inside the event editor and you'll receive the
# listed backdrop found in the hash within this script.
#
# Also now, when a backdrop variable changes during battle, its graphic will
# update and show the newer backdrop. This allows for interesting battles where
# scenes are constantly shifting and whatnot.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.02.07 - Started Script and Finished.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# - Download Backdrops from Pockethouse.com and unzip it to your Graphics folder
# into your "Parallaxes" folder.
# - Bind BATTLE_SHADOW_SWITCH to a switch. By default, it's 60.
# - Bind the following to variables
# VARIABLE_MIST_OPACITY - Default 56 - Adjusts the mist opacity.
# VARIABLE_MIST_IMAGE - Default 57 - Sets the fog that covers enemies.
# VARIABLE_FRONT_IMAGE - Default 58 - Front background layer.
# VARIABLE_MIDDLE_IMAGE - Default 59 - Middle background layer.
# VARIABLE_BACK_IMAGE - Default 60 - Back background layer.
#
# Change the variables in your event editor to reflect the backdrop you want to
# see in battle. Toggle the BATTLE_SHADOW_SWITCH switch if you want to hide/show
# the floor shadow inbattle. Adjust the hashes down below if you want to add
# more backdrops to your game.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Works With: Nearly everything that doesn't affect backdrops.
# -----------------------------------------------------------------------------
# Note: This script may not work with former Yanfly Engine ReDux scripts.
# Use Yanfly Engine Zealous scripts to work with this if available.
#===============================================================================

$imported = {} if $imported == nil
$imported["VariableBackdrops"] = true

module YEZ
module BACKDROP

# This switch enables and disables the ground battle shadow behind enemies.
# If the switch is on, the battle shadow appears. If the switch is off,
# it will disappear.
BATTLE_SHADOW_SWITCH = 60

# These variables determine the individual backdrops adjusted for their
# individual layers. There's four images that can be shown at once.
VARIABLE_MIST_OPACITY = 92
VARIABLE_MIST_IMAGE = 93
VARIABLE_FRONT_IMAGE = 94
VARIABLE_MIDDLE_IMAGE = 95
VARIABLE_BACK_IMAGE = 96

# This hash determines the images and settings used for backdrops.
# wx - Wait this number of frames before increasing dx
# wy - Wait this number of frames before increasing dy
# ox - Rate the plane moves horizontally right. Negative for left.
# oy - Rate the plane moves horizontally up. Negative for down.
BACKDROP_HASH ={
# ID => [wx, wy, ox, oy, Backdrop Name]
100 => [ 0, 0, 0, 0, "inner"],
101 => [ 0, 0, 0, 0, "grassland"],
102 => [ 0, 0, 0, 0, "woods"],
103 => [ 0, 0, 0, 0, "forest"],
104 => [ 0, 0, 0, 0, "mountain"],
105 => [ 0, 0, 0, 0, "beach"],
106 => [ 0, 0, 0, 0, "desert"],
107 => [ 0, 0, 0, 0, "swamp"],
108 => [ 0, 0, 0, 0, "snow"],
109 => [ 0, 0, 0, 0, "castletown"],
110 => [ 0, 0, 0, 0, "porttown"],
111 => [ 0, 0, 0, 0, "posttown"],
112 => [ 0, 0, 0, 0, "foresttown"],
113 => [ 0, 0, 0, 0, "minetown"],
114 => [ 0, 0, 0, 0, "deserttown"],
115 => [ 0, 0, 0, 0, "snowtown"],
116 => [ 0, 0, 0, 0, "farmvillage"],
117 => [ 0, 0, 0, 0, "castleoutside"],
118 => [ 0, 0, 0, 0, "castlethrone"],
119 => [ 0, 0, 0, 0, "castledungeon"],
120 => [ 0, 0, 0, 0, "churchoutside"],
121 => [ 0, 0, 0, 0, "churchinner"],
122 => [ 0, 0, 0, 0, "shipoutside"],
123 => [ 0, 0, 0, 0, "shipinside"],
124 => [ 0, 0, 0, 0, "heaven"],
125 => [ 0, 0, 0, 0, "heaveninner"],
126 => [ 0, 0, 0, 0, "bridge"],
127 => [ 0, 0, 0, 0, "ruins"],
128 => [ 0, 0, 0, 0, "shop"],
129 => [ 0, 0, 0, 0, "fort"],
130 => [ 0, 0, 0, 0, "fortinner"],
131 => [ 0, 0, 0, 0, "tower"],
132 => [ 0, 0, 0, 0, "evilcastle"],
133 => [ 0, 0, 0, 0, "towerinner"],
134 => [ 0, 0, 0, 0, "dungeonentrance"],
135 => [ 0, 0, 0, 0, "cave"],
136 => [ 0, 0, 0, 0, "magma"],
137 => [ 0, 0, 0, 0, "icecave"],
138 => [ 0, 0, 0, 0, "watercave"],
139 => [ 0, 0, 0, 0, "mine"],
140 => [ 0, 0, 0, 0, "sewer"],
141 => [ 0, 0, 0, 0, "innerbody"],
142 => [ 0, 0, 0, 0, "darkspace"],
143 => [ 0, 0, 0, 0, "Fieldedit"],

# ID => [wx, wy, ox, oy, Backdrop Name]
200 => [ 5, 5, 1, 1, "cloudswhite"],
201 => [ 5, 5, 1, 1, "cloudsgrey"],
202 => [ 5, 10, -1, -1, "cloudsblack"],
203 => [10, 5, 1, 1, "cloudsblue"],
204 => [ 5, 5, -1, 1, "cloudspurple"],
205 => [ 5, 10, 1, -1, "cloudsred"],
206 => [10, 5, -1, 1, "cloudsorange"],
207 => [ 5, 5, 1, 1, "cloudsyellow"],
208 => [ 5, 10, 1, -1, "cloudsgreen"],

# ID => [wx, wy, ox, oy, Backdrop Name]
300 => [ 0, 0, 0, 0, "sun"],
301 => [ 0, 0, 0, 0, "cloudy"],
302 => [ 0, 0, 0, 0, "sunset"],
303 => [ 0, 0, 0, 0, "nightsky"],
304 => [ 0, 0, 0, 0, "mountains"],
305 => [ 0, 0, 0, 0, "ocean"],
306 => [ 0, 0, 0, 0, "weird"],
307 => [ 0, 0, 0, 0, "earth"],
308 => [ 0, 0, 0, 0, "moon"],
309 => [ 0, 0, 0, 0, "redstar"],
310 => [ 0, 0, 0, 0, "galaxy"],

} # Do not remove this.

# This will let you set how you would like your backdrops to appear when
# you start a new game. In the order of Battle Shadow, Mist Opacity, Mist
# Layer, Front Layer, Middle Layer, and Back Layer.
STARTING_BACKDROPS = [false, 0, 0, 101, 200, 310]

# This will adjust how you would like the backdrops to appear when battle
# testing. Same ordering as above.
BTEST_BACKDROPS = [false, 0, 0, 101, 200, 304]

end # BACKDROP
end # YEZ

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Game_Interpreter
#===============================================================================

class Game_Interpreter

#--------------------------------------------------------------------------
# alias method: command_121 switches
#--------------------------------------------------------------------------
alias command_121_vb command_121 unless $@
def command_121
result = command_121_vb
if $game_temp.in_battle and $scene.is_a?(Scene_Battle)
if @params[0] == YEZ::BACKDROP::BATTLE_SHADOW_SWITCH
$scene.spriteset.create_battlefloor
end
end
return result
end

#--------------------------------------------------------------------------
# alias method: command_122 variables
#--------------------------------------------------------------------------
alias command_122_vb command_122 unless $@
def command_122
result = command_122_vb
if $game_temp.in_battle and $scene.is_a?(Scene_Battle)
n = $game_variables[@params[0]]
case @params[0]
when YEZ::BACKDROP::VARIABLE_MIST_IMAGE
$scene.spriteset.create_backdrop(n, nil, nil, nil)
when YEZ::BACKDROP::VARIABLE_FRONT_IMAGE
$scene.spriteset.create_backdrop(nil, n, nil, nil)
when YEZ::BACKDROP::VARIABLE_MIDDLE_IMAGE
$scene.spriteset.create_backdrop(nil, nil, n, nil)
when YEZ::BACKDROP::VARIABLE_BACK_IMAGE
$scene.spriteset.create_backdrop(nil, nil, nil, n)
end
end
return result
end

end # Game_Interpreter

#===============================================================================
# Spriteset_Battle
#===============================================================================

class Spriteset_Battle

#--------------------------------------------------------------------------
# alias method: create_battleback
#--------------------------------------------------------------------------
alias create_battleback_vb create_battleback unless $@
def create_battleback
new_backdrop = false
v0 = $game_variables[YEZ::BACKDROP::VARIABLE_MIST_IMAGE]
v1 = $game_variables[YEZ::BACKDROP::VARIABLE_FRONT_IMAGE]
v2 = $game_variables[YEZ::BACKDROP::VARIABLE_MIDDLE_IMAGE]
v3 = $game_variables[YEZ::BACKDROP::VARIABLE_BACK_IMAGE]
new_backdrop = true if YEZ::BACKDROP::BACKDROP_HASH.include?(v1)
new_backdrop = true if YEZ::BACKDROP::BACKDROP_HASH.include?(v2)
new_backdrop = true if YEZ::BACKDROP::BACKDROP_HASH.include?(v3)
v0 = 0 unless YEZ::BACKDROP::BACKDROP_HASH.include?(v0)
v1 = 0 unless YEZ::BACKDROP::BACKDROP_HASH.include?(v1)
v2 = 0 unless YEZ::BACKDROP::BACKDROP_HASH.include?(v2)
v3 = 0 unless YEZ::BACKDROP::BACKDROP_HASH.include?(v3)
if new_backdrop
create_backdrop(v0, v1, v2, v3)
else
create_battleback_vb
end
end

#--------------------------------------------------------------------------
# alias method: create_battlefloor
#--------------------------------------------------------------------------
alias create_battlefloor_vb create_battlefloor unless $@
def create_battlefloor
@battlefloor_sprite.dispose if @battlefloor_sprite != nil
if $game_switches[YEZ::BACKDROP::BATTLE_SHADOW_SWITCH]
create_battlefloor_vb
else
@battlefloor_sprite = Sprite.new(@viewport1)
end
end

#--------------------------------------------------------------------------
# new method: create_backdrop
#--------------------------------------------------------------------------
def create_backdrop(v0 = nil, v1 = nil, v2 = nil, v3 = nil)
@backdrop_data = {} if @backdrop_data == nil
@backdrop_counter = {} if @backdrop_counter == nil
if v3 != nil and v3 != 0
array = YEZ::BACKDROP::BACKDROP_HASH[v3]
@backdrop_counter[:b3_x] = 0
@backdrop_counter[:b3_y] = 0
@backdrop_data[:b3_wx] = array[0]
@backdrop_data[:b3_wy] = array[1]
@backdrop_data[:b3_ox] = array[2]
@backdrop_data[:b3_oy] = array[2]
@battleback3_sprite.dispose if @battleback3_sprite != nil
@battleback3_sprite = Plane.new
@battleback3_sprite.bitmap = Cache.parallax(array[4])
@battleback3_sprite.z = -100
elsif v3 == 0
@battleback3_sprite.dispose if @battleback3_sprite != nil
@battleback3_sprite = nil
end
if v2 != nil and v2 != 0
array = YEZ::BACKDROP::BACKDROP_HASH[v2]
@backdrop_counter[:b2_x] = 0
@backdrop_counter[:b2_y] = 0
@backdrop_data[:b2_wx] = array[0]
@backdrop_data[:b2_wy] = array[1]
@backdrop_data[:b2_ox] = array[2]
@backdrop_data[:b2_oy] = array[2]
@battleback2_sprite.dispose if @battleback2_sprite != nil
@battleback2_sprite = Plane.new
@battleback2_sprite.bitmap = Cache.parallax(array[4])
@battleback2_sprite.z = -99
elsif v2 == 0
@battleback2_sprite.dispose if @battleback2_sprite != nil
@battleback2_sprite = nil
end
if v1 != nil and v1 != 0
array = YEZ::BACKDROP::BACKDROP_HASH[v1]
@backdrop_counter[:b1_x] = 0
@backdrop_counter[:b1_y] = 0
@backdrop_data[:b1_wx] = array[0]
@backdrop_data[:b1_wy] = array[1]
@backdrop_data[:b1_ox] = array[2]
@backdrop_data[:b1_oy] = array[2]
@battleback_sprite.dispose if @battleback_sprite != nil
@battleback_sprite = Plane.new
@battleback_sprite.bitmap = Cache.parallax(array[4])
@battleback_sprite.z = -98
if @battleback_sprite.bitmap.width > Graphics.width
@battleback_sprite.ox = (@battleback_sprite.bitmap.width -
Graphics.width)/2
end
@battleback_sprite.oy = @battleback_sprite.bitmap.height - Graphics.height
elsif v1 == 0
@battleback_sprite = Sprite.new(@viewport1)
end
if v0 != nil and v0 != 0
array = YEZ::BACKDROP::BACKDROP_HASH[v0]
@backdrop_counter[:b0_x] = 0
@backdrop_counter[:b0_y] = 0
@backdrop_data[:b0_wx] = array[0]
@backdrop_data[:b0_wy] = array[1]
@backdrop_data[:b0_ox] = array[2]
@backdrop_data[:b0_oy] = array[2]
@battleback0_sprite.dispose if @battleback0_sprite != nil
@battleback0_sprite = Plane.new
@battleback0_sprite.bitmap = Cache.parallax(array[4])
op = $game_variables[YEZ::BACKDROP::VARIABLE_MIST_OPACITY]
op = [[op, 255].min, 0].max
@battleback0_sprite.opacity = op
elsif v0 == 0
@battleback0_sprite.dispose if @battleback0_sprite != nil
@battleback0_sprite = nil
end
end

#--------------------------------------------------------------------------
# alias method: dispose_battleback_bitmap
#--------------------------------------------------------------------------
alias dispose_battleback_bitmap_vb dispose_battleback_bitmap unless $@
def dispose_battleback_bitmap
@battleback3_sprite.bitmap.dispose if @battleback3_sprite != nil
@battleback2_sprite.bitmap.dispose if @battleback2_sprite != nil
dispose_battleback_bitmap_vb
@battleback0_sprite.bitmap.dispose if @battleback0_sprite != nil
end

#--------------------------------------------------------------------------
# alias method: dispose_battleback
#--------------------------------------------------------------------------
alias dispose_battleback_vb dispose_battleback unless $@
def dispose_battleback
@battleback3_sprite.dispose if @battleback3_sprite != nil
@battleback2_sprite.dispose if @battleback2_sprite != nil
dispose_battleback_vb
@battleback0_sprite.dispose if @battleback0_sprite != nil
end

#--------------------------------------------------------------------------
# alias method: update_battleback
#--------------------------------------------------------------------------
alias update_battleback_vb update_battleback unless $@
def update_battleback
if @battleback0_sprite != nil and @battleback0_sprite.is_a?(Plane)
@backdrop_counter[:b0_x] += 1 if @backdrop_data[:b0_wx] > 0
@backdrop_counter[:b0_y] += 1 if @backdrop_data[:b0_wy] > 0
if @backdrop_counter[:b0_x] > @backdrop_data[:b0_wx]
@battleback0_sprite.ox += @backdrop_data[:b0_ox]
@backdrop_counter[:b0_x] = 0
end
if @backdrop_counter[:b0_y] > @backdrop_data[:b0_wy]
@battleback0_sprite.oy += @backdrop_data[:b0_oy]
@backdrop_counter[:b0_y] = 0
end
end
#---
if @battleback_sprite != nil and @battleback_sprite.is_a?(Plane)
@backdrop_counter[:b1_x] += 1 if @backdrop_data[:b1_wx] > 0
@backdrop_counter[:b1_y] += 1 if @backdrop_data[:b1_wy] > 0
if @backdrop_counter[:b1_x] > @backdrop_data[:b1_wx]
@battleback_sprite.ox += @backdrop_data[:b1_ox]
@backdrop_counter[:b1_x] = 0
end
if @backdrop_counter[:b1_y] > @backdrop_data[:b1_wy]
@battleback_sprite.oy += @backdrop_data[:b1_oy]
@backdrop_counter[:b1_y] = 0
end
end
#---
if @battleback2_sprite != nil and @battleback2_sprite.is_a?(Plane)
@backdrop_counter[:b2_x] += 1 if @backdrop_data[:b2_wx] > 0
@backdrop_counter[:b2_y] += 1 if @backdrop_data[:b2_wy] > 0
if @backdrop_counter[:b2_x] > @backdrop_data[:b2_wx]
@battleback2_sprite.ox += @backdrop_data[:b2_ox]
@backdrop_counter[:b2_x] = 0
end
if @backdrop_counter[:b2_y] > @backdrop_data[:b2_wy]
@battleback2_sprite.oy += @backdrop_data[:b2_oy]
@backdrop_counter[:b2_y] = 0
end
end
#---
if @battleback3_sprite != nil and @battleback3_sprite.is_a?(Plane)
@backdrop_counter[:b3_x] += 1 if @backdrop_data[:b3_wx] > 0
@backdrop_counter[:b3_y] += 1 if @backdrop_data[:b3_wy] > 0
if @backdrop_counter[:b3_x] > @backdrop_data[:b3_wx]
@battleback3_sprite.ox += @backdrop_data[:b3_ox]
@backdrop_counter[:b3_x] = 0
end
if @backdrop_counter[:b3_y] > @backdrop_data[:b3_wy]
@battleback3_sprite.oy += @backdrop_data[:b3_oy]
@backdrop_counter[:b3_y] = 0
end
end
#---
return if @battleback_sprite.is_a?(Plane)
update_battleback_vb
end

end # Spriteset_Battle

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Title < Scene_Base

#--------------------------------------------------------------------------
# alias method: create_game_objects
#--------------------------------------------------------------------------
alias create_game_objects_vb create_game_objects unless $@
def create_game_objects
create_game_objects_vb
if $BTEST
array = YEZ::BACKDROP::BTEST_BACKDROPS
else
array = YEZ::BACKDROP::STARTING_BACKDROPS
end
$game_switches[YEZ::BACKDROP::BATTLE_SHADOW_SWITCH] = array[0]
$game_variables[YEZ::BACKDROP::VARIABLE_MIST_OPACITY] = array[1]
$game_variables[YEZ::BACKDROP::VARIABLE_MIST_IMAGE] = array[2]
$game_variables[YEZ::BACKDROP::VARIABLE_FRONT_IMAGE] = array[3]
$game_variables[YEZ::BACKDROP::VARIABLE_MIDDLE_IMAGE] = array[4]
$game_variables[YEZ::BACKDROP::VARIABLE_BACK_IMAGE] = array[5]
end

end # Scene_Title

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :spriteset

end # Scene_Battle

#===============================================================================
#
# END OF FILE
#
#===============================================================================
Ese es el script
Nesecito que me expliquen lo siguiente:
*Como activar el battleback animado, creo que era activando un interruptor la verdad noce cual porque al leer el script no entendi muy bien ya que no se mucho de ingles xd
*Que alguien me diera el pack de pockethause que sale en la descripcion que contiene los battleback existente para este script
*Y como usarlo, las opacacidades y esas cosas

Y no comprendo mucho de esto :S espero puedan ayudarme
Espero una respuesta constructiva, se despide serch :D

Imagenes nesesarias
Galaxy Grassland y Cloudswhite





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serch
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Re: Yez Variable Backdrops ¿como funciona? D:

Mensaje por orochii el Miér Jul 27, 2011 3:03 pm

Bueno, ya vi las instrucciones, y debería ser sencillo... aunque necesitas comfigurar bastante para que funcione bien.
Además, según he visto, el script no funciona con otros scripts de background, o al menos no con scripts de background ajenos al Zealous (si el Zealous incluye algún otro script de backgrounds, asegúrate de usarlo en lugar del que uses).

Primeramente, poner las variables que usarás para ello. Es recomendable darles un nombre adecuado además (con ayuda de un evento, abrir un cambiar variable, seleccionarlas y cambiarles el nombre).
Código:
# These variables determine the individual backdrops adjusted for their
# individual layers. There's four images that can be shown at once.
VARIABLE_MIST_OPACITY = 92 #Opacidad de la "niebla" (única capa con transparencia variable)
VARIABLE_MIST_IMAGE = 93 #Imagen de la niebla
VARIABLE_FRONT_IMAGE = 94 #Capa 1 (frente)
VARIABLE_MIDDLE_IMAGE = 95 #Capa 2 (medio)
VARIABLE_BACK_IMAGE = 96 #Capa 3 (fondo)
(También pónle atención a esta parte...
Código:
# This switch enables and disables the ground battle shadow behind enemies.
# If the switch is on, the battle shadow appears. If the switch is off,
# it will disappear.
BATTLE_SHADOW_SWITCH = 60
...asegúrate que el interruptor que viene ahí no lo uses para algo... que no sea activar/desactivar la sombra default del maker).

Luego sigue "configurar" los backdrops. Buscas el "hash", justo después de las variables...
Código:
# This hash determines the images and settings used for backdrops.
# wx - Números altos hacen menor la "velocidad horizontal"
#(aumenta tiempo entre cambio de posición horizontal)
# wy - Igual que el anterior, sólo que para movimiento vertical
# ox - Número de pixeles que la imagen se mueve horizontalmente.
# oy - Número de pixeles que la imagen se mueve verticalmente.
BACKDROP_HASH ={
# ID => [wx, wy, ox, oy, "nombrebackdrop"]
100 => [ 0, 0, 0, 0, "inner"],
#El ID es el valor que das a la variable para que se vea la imagen (ej.: si quieres que esta se vea
#en la capa media, pones 100 a dicha variable --por eso es recomendable ponerles nombres
#descriptivos--).
#Las mismas imágenes pueden ser puestas en TODA capa, incluso la niebla, así que ten...
#¿cuidado xD? algo así.

#Respecto al wx, wy, ox, oy... es mejor que juegues con ellas. Nada más recuerda...
#Si wx/wy son bajos, irá rápido y fluido.
#Si ox/oy son altos, irá rápido pero puede "saltarse" espacios muy grandes
#(osea, su movimiento puede verse no muy fluido).

(aquí sigue todavía)

Y luego de configurar, todo dependerá del valor que le des a las variables. Por ejemplo, si pones en la primer variable (opacidad niebla) 160, en la segunda (imagen niebla) 0, tercera (capa frontal) 105, cuarta (capa media) 204 y quinta (capa fondo) 305, te saldrá una playa de cielo púrpura o algo así xD.

En fin, espero mi explicación sea entendible, suerte serch,
Orochii Zouveleki

PD.: Perdona por tardar tanto D:U. Entre eso y aquello, Orochii pierde todo su tiempo D:.

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Re: Yez Variable Backdrops ¿como funciona? D:

Mensaje por serch el Miér Jul 27, 2011 3:46 pm

gracias orochi cierro tema



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Re: Yez Variable Backdrops ¿como funciona? D:

Mensaje por Contenido patrocinado Hoy a las 8:15 pm


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