2 Attachment(s)
Custom Screen Transition (Multi) Widget
This example file includes a method of creating simple screen transitions in you application, and can be called by simply toggling a Flag and setting a name. The benefit over MMF2s transitions is that this can be played while your application still runs, and can be called any time.
It has 3 transition Types: Ellipse, Rectangle, and Image. Also include a Fade effect that can be applied to all 3 types. The first two use the Overlays default shape drawing features. The 3rd (Image) uses a powerful method of loading external images which can be be color-customized, or made transparent.
This Widget is a Multi Widget. It uses 4 objects: 2 Overlays, 1 active, 1 INI. But there is a frame in the MFA that can do the basic transitions with just 1 Overlay. It depends on how you want to use it.
Includes an HTML documentation on how to use, a Transition Effects Studio EXE to create transitions easily, and well commented code.
Many examples are included in file. Just Read the HTML, then run the EXE to get a feel. There is more commented code in the MFA which explains the meat of how to apply it to your games. Its mostly just drag 'n' drop.
Just give credit if used. I also wouldn't mind knowing how you used it too.
Re: Custom Screen Transition (Multi) Widget
This is really cool! You've obviously put a lot of effort into this! :D
Re: Custom Screen Transition (Multi) Widget
Re: Custom Screen Transition (Multi) Widget
Thank you. The idea for the execution of it just came to me one day. I needed something like this for my game, but didn't like leaving it "unfinished." So I made it complete for everyone to use!
Re: Custom Screen Transition (Multi) Widget
The thing I've always wondered about MMF2 is why do you need to select a module in the transistion setup box?
The only option is "Standard transitions"...
Re: Custom Screen Transition (Multi) Widget
From the help file:
Quote:
+Module
Transitions come as external files, called modules. A module contains several transitions. Select the module with this combo box.
+Transition
Once the module is selected, you have access to the transitions with this combo box. Each transition is different from the other, so you just have to make your choice here.
From what I understand, the transitions are not built into the program itself, but loaded from a file. I think users were supposed to be able to make their own transitions files and load them into MMF2's editor; thus why it asks which file to look for transitions in. But I've never seen anyone post custom transitions, nor do I know how to edit them... or if its even possible.
Re: Custom Screen Transition (Multi) Widget
I suppose someone should write a tutorial on making transistions, but I doubt it'll happen with MMF3 being so close.
Re: Custom Screen Transition (Multi) Widget
Does any body even know how to make transitions? I checked the folder and its saved as DLL file.
The only thing I don't like about MMF2's transition system is that its frame specific. It only works when starting/ending a frame, so you can't transition to different parts of a frame. Due to its Frame-based limitations, you also can't specify what type of transition it is.
For instance, in a game you might change frames by "Warping," "Losing," or "Winning"; all of which might want to use different transitions.
Or like in Zelda games: where transitioning between areas during day or night changed the color of the fade effect.
These are the reasons that inspired me to make my own transition widget.
Re: Custom Screen Transition (Multi) Widget
The transition SDK hasn't been released yet, that's why.
Re: Custom Screen Transition (Multi) Widget
Re: Custom Screen Transition (Multi) Widget
Thanks for the widget :D
Quote:
Originally Posted by LB
The transition SDK hasn't been released yet, that's why.
Not sure why clickteam has not made a import formats or transitions SDK yet but that would be great.
One transition i have wanted for a while is from RPGs where you go into battle and it gets the screen and does feedback effects on it while spinning it etc. I wanted to do this with HWA but it is not possible as you cannot store the results of a effect in a layer or pasted to background to effect again after. Hopefully the new version of the overlay redux extension will allow for this though.