I'm wanting to start a new Scroll/Sign engine utilizing Unbound Sprites and the potion effect command "FREEZETIME" as the basis for the display effect,
There is a problem
I cannot think of a plausible way to create a text viewer for my scrolls,, So if anyone is willing, I appreciate it!
The format of the scroll/sign border and text can be in VLAYER, as always...
I'd also like some Multi-CHR (layerable for graphics color) via seperate layer blocks, If anyone is able to put it in.
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How do you create a new text Viewer... Using Unbound sprites
#1
Posted 05 March 2020 - 06:34 AM
SmilyMZX, A.K.A. Hamtaro126 (A.K.A. AtariHacker)
I am at:
Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)
Other interests:
Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
I am at:
Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)
Other interests:
Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
#2
Posted 05 March 2020 - 03:39 PM
https://www.youtube....eature=youtu.be
You gotta have an empty message and your complete message somewhere in the VLayer along with room for a third message which is going to be temporary.
Every cycle, keep track of how many characters you want to show (start at one and go up)
Then every cycle you copy the empty message to the temp spot, and count characters and copy them over from the full message to the temp spot until you run out.
To animate the message box height, start at 1 and increase it every cycle.
Then make an unbound sprite with that temp spot as a reference and the animated height and display it on the screen. Tada, you're done!
You gotta have an empty message and your complete message somewhere in the VLayer along with room for a third message which is going to be temporary.
Every cycle, keep track of how many characters you want to show (start at one and go up)
Then every cycle you copy the empty message to the temp spot, and count characters and copy them over from the full message to the temp spot until you run out.
To animate the message box height, start at 1 and increase it every cycle.
Then make an unbound sprite with that temp spot as a reference and the animated height and display it on the screen. Tada, you're done!
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