Overlays

by DFortun81


Posted on November 26, 2006 at 8:34 PM



You know how in retro RPGs they have an overlay over characters when they are damaged?

I tryed to duplicate this effect and succeeded. There are 2 GM6s included, one with an Alpha Mask, one without.

Enjoy,
-DF81


smaksak commented November 26, 2006 at 8:43 PM
hm, pretty okay I guess. Shouldn't the example use sprites instead of backgrounds? Since I think that this effect will be used on sprites and not on background? Should not be hard to fix but.. well yeah. Good work
smaksak commented November 26, 2006 at 8:45 PM
oh snap, you got 40% of all games / examples on the frontpage
DFortun81 commented November 26, 2006 at 8:48 PM
Backgrounds compress better than Sprites do.
Iluvfuz commented November 26, 2006 at 10:13 PM
Weird, but I'll give ya 10/10 'cause I'm bored
Misconstruct commented November 26, 2006 at 10:23 PM
This scares me. Pretty cool though. 7.5/10 (rounded to 8)
EDIT: Forgot to say, I thought the second one looked cooler. XD EDIT 2: Damn, now it doesn't seem to let me rate it... guess you're stuck with a 10/10 until someone else rates. - Sincerely, James Eastman
BlaXun commented November 26, 2006 at 11:16 PM
This is pretty nice. If you could now try to make that effect that, for examples, happens to the hero in SECRET OF MANA when he uses chocolate or magical walnut, that would be even better.

Or that effect from YOSHIS ISLAND when kamek enlargens the bosses they get that colorful glow, try that and you are my hero ;) 8/10
Graydon commented November 26, 2006 at 11:44 PM
most useful example ive seen in a while. All you RPG game makers should be looking into this example. 9/10
DFortun81 commented November 27, 2006 at 2:19 AM
"I was kinda hoping somebody found a way to do it without adding a mask or some such thing to the resource tree, but no such luck. This is a painfully obvious way to go about it, and pretty much useless if you have a lot of sprites and don't want to have doubles of all of them. >: Nice try, tho. "
I think Type 2 does it without adding an extra sprite to the resource tree.

&the sprite animation thing: I'm working on that.
legacy2 commented November 27, 2006 at 2:50 AM
Pretty good.
DesertFox commented November 27, 2006 at 3:38 AM
You could easily rig up something so it dynamically creates the sprites on startup, and sets them to global variables.
GearGOD commented November 27, 2006 at 7:04 AM
...Use d3d fog.
Zaron commented November 27, 2006 at 7:29 AM
You're right, the second one doesn't use the mask. I thought you meant one used alpha blending and the other didn't, so I thought the second just flashed or something. But the second is much less resource-eating from what i can tell, though a bit harder to understand, which is just dandy as it does what it should. i may use that one. ;)

Bumped up to a 9.
Tyranic-Moron commented November 27, 2006 at 4:07 PM
Simple(ish), but presented in a nice way, so 9/10