Partitioning external image at start of frame
Hello,
My purpose: I have an external jpg image that is 500x500. When game first starts, I want to have a 100x100 object that looks identical to the upper left corner of that image - basically take a 100x100 capture off of the original external image.
What I tried was loading that image outside the playfield and using screen capture object, however that doesn't work. Any ideas on how to go about this?
Thanks!
Re: Partitioning external image at start of frame
Capture it in the frame (whilst it is hidden behind a popup etc.):P
Re: Partitioning external image at start of frame
Nod, that would work, but for the game that I'm doing it's a bit inefficient. Thanks for your input though.
Re: Partitioning external image at start of frame
Overlay. Load your source picture into a first overlay that is offscreen. Then paste your area from the source overlay in an overlay in the screen area.
Re: Partitioning external image at start of frame
You can also use the Active Picture object to add a backdrop in a similar way.
Re: Partitioning external image at start of frame
I also suggest the active picture. Although the overlay object is great, I generally don't like the idea of adding a complex extension with a whole lot of features if you're not planning to use most of them. The active picture does exactly what you're after, and you won't have to use two instances.
Re: Partitioning external image at start of frame
Overlay works. Thanks!
About active picture, I can load the 500x500 background away from playfield, but how do you grab only a 100x100 segment of it from there?
Re: Partitioning external image at start of frame
As far as I know, the only way to do it using the Active Picture is to use "Create new backdrop" from the Active Picture's actions (it's called something like that, anyway).