Author Topic: Timebreak!  (Read 6150 times)

v6v

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Timebreak!
« on: 2008-06-01, 07:24:33 PM »
Hey, um, if anyone here has played Sonic and the Secret Rings- you should know about this thing called Timebreak.
(Sonic and the Secret Rings slows down and every object has an afterimage and the whole screen gets a white tint.)
I know how to slow down my game, and I found out this cool secret for afterimages (Making the tiles for your background transparent) But how do I make all of the non-transparent tiles in the background turn transparent? (Change all of the tiles in the background into different tiles)
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bluemonkmn

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Re: Timebreak!
« Reply #1 on: 2008-06-01, 08:45:19 PM »
Make them all "animated" tiles connected to a counter.  Configure them so when the counter is 0, the normal, opaque version of the tile is used, and when the counter is 1, the transparent version is used.  Or edit the LayerBase code to draw tiles transparently when a certain variable is set.

durnurd

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Re: Timebreak!
« Reply #2 on: 2008-06-02, 07:03:43 AM »
At some point in the future, it might be a good idea to include easy ways to do simple effects based on whole layers or maps like the aforementioned.
Edward Dassmesser

v6v

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Re: Timebreak!
« Reply #3 on: 2008-06-02, 06:25:30 PM »
Thanks bluemonkmn! It worked! :)

Vincent

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Re: Timebreak!
« Reply #4 on: 2009-01-23, 10:03:02 AM »
Hi, just wondering:

How do you slow down your game?  Do you use the fps delimiter and lower the cap of fps?  I'm wondering if it is possible to slow down only a part of the game.  Example: slow down enemy sprites but keep the player sprite moving and acting at a normal pace.  Slowing down some and not all sprites would also mean the animation of some sprites are slowed and some are not slowed.  (so slowing down some sprites' animations and some sprites' moving speed)  Is there a way to do this?

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durnurd

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Re: Timebreak!
« Reply #5 on: 2009-01-23, 05:49:26 PM »
If the game is physically running to quickly, you use the Framerate limiter.  You wouldn't use it to slow down parts of the game like you mean.

You would have to put a rule in each enemy sprite to slow it down when you want that to happen.

Or you could speed up the player sprite and use the Framerate limiter to slow down the game overall.
Edward Dassmesser

Vincent

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Re: Timebreak!
« Reply #6 on: 2009-01-24, 08:52:36 AM »
Thanks durnurd!
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