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I have been working on this on & off since 2009 when I was a basic noob. In that time so so many changes was made and experience was gained. It was made using Fusion2.5+ and supports Xbox360 Controllers.
It is still WIP, just been on a break for a week trying to freshen my mind
After carefull consideration I simply chose to just keep it as a 200 frame animation, it is less laggy and does not lock up the app between and closing frames. Please login to see this link.
I can confirm it works, saved about 9mb although I thought I was going to save more. It appears I have to use an external file which is not really too much of a hassle but if there was like a way it could be encrypted so it looks like an ordinary bin file or something
Thanks il give it a go, and it supports mp4?! perfect. I guess after installing it I reupdate the program? does it update with the program like other extentions?
Please login to see this attachment. Hi at the moment im using an active object for a 200 frame looping animated background, the issue is it consumes 35mb but the original video I formatted it to be 2mb. If I was to use any mmf2 built in objects to play the video on the first layer the video will be at the front and only visible thing. The project at the moment is 110mb but I want to save that said space. What should I do?
I wanted to keep the files within the .exe too. The Animation object would not be suitable
Im trying to make a game similar to GTA1 and everything is going well but... when I change the display mode to DX 8/9/11 the 3d Shader doesnt seem to work
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It says DX9+ but it doesnt work? or am I doing something wrong?
I am using the SonicFade shader by Looki which is really useful for my game but now I need a second one that fades to white rather than black. I need it to transition levels to bonus levels like in the original Sonic games. I know this has been requested by elvisish but I don't think there was ever a solution. Below is the code, I believe white is transparant and black isn't i wanted to swap it over but I don't know how to do it. Can someone please help me?
Code
sampler2D Texture0;
float time;
float4 a, b;
float STEP = 1/3.0;
float4 ps_main(float2 In : TEXCOORD0) : COLOR0
{
//Source color
float4 ret = tex2D(Texture0, In);
float3 fade = 1;
//Step A: black to A
if(time < STEP)
{
fade *= a.rgb * (time/STEP);
}
//Step B: A to B
else if(time >= STEP && time <= 2*STEP)
{
fade = lerp(a.rgb, b.rgb, (time-STEP)/STEP);
}
//Step C: B to white
else if(time < 1)
{
fade = 1 - (1-b)*((1-time)/STEP);
}
//Apply fade
ret.rgb *= fade;
return ret;
}
technique Shader { pass P0 { PixelShader = compile ps_2_0 ps_main(); } }
Here's the full shader in zip: Please login to see this link.
I still have no idea how to make it go through the colors to white instead of black?
Did you ever work it out in the end? If so how did you do it as im looking for the exact same thing. A sonicfade that goes to white instead of black but as a dx11 shader
Here's Patrice's example, with delay and no need for detectors.
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The example works but not in the level i am using it in. The dino just turns left then right on the spot continuously. The level does use a lot of fastloops for a static engine if that is relevant to mention. The level does not seem to like checking if a coordinate is an obstacle. The level is 10700x2400 in size.
The level can handle the dino with sensors as the dino has 6 of them, 2 for wall collisions, 2 for floor collisions and 2 for edge which may seem excessive but it works without fail.