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 Post subject: Night
PostPosted: Sun May 25, 2008 1:40 am 
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how can darken the screen of the game?
as if night.??

Thx :D

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 Post subject: Re: Night
PostPosted: Sun May 25, 2008 1:58 am 
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use this

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 Post subject: Re: Night
PostPosted: Sun May 25, 2008 2:09 am 
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There are day/night tutorials

The simplest of which adds an extra layer (or two) to the map that displays only at night time. This works if you use some sort of checkerboard pattern tile that turns every other tile on the map a dark blue. I did this method once, and was able to get cool effects like fires that burned at night and smoldered during the day, and lamps that turned on at night..

The more complex of which involve alpha blending. These look pretty nice :D The ability to map an alpha blended layer would be awesome, if you want to take the initiative.

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 Post subject: Re: Night
PostPosted: Sun May 25, 2008 2:41 am 
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yes, I want to develop my game this code wanted to do this I will do so:
6:00 am until 6:00 pm daily, 6:00 am until 6:00 pm tonight.
when I finish I will post here: D

Thx

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 Post subject: Re: Night
PostPosted: Sun May 25, 2008 1:40 pm 
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Converting to DX8 will allow for variable darkening. Simply have all the Vertices have their lighting colour loaded from global variables and have these global variables darken/lighten through time. Would be a nice effect.

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 Post subject: Re: Night
PostPosted: Sun May 25, 2008 2:01 pm 
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bad is that I do not understand directx ...
I know only visual basic even I did a game in visual offline after the show you and I am thinking of using the same system to make layers dark ..

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 Post subject: Re: Night
PostPosted: Mon May 26, 2008 1:54 am 
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Robin wrote:
Converting to DX8 will allow for variable darkening. Simply have all the Vertices have their lighting colour loaded from global variables and have these global variables darken/lighten through time. Would be a nice effect.

Easier to just add one big black shape and alpha only this one.

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 Post subject: Re: Night
PostPosted: Mon May 26, 2008 1:09 pm 
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It's not easier, as you don't have to render anything extra when you do it my way :P

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 Post subject: Re: Night
PostPosted: Mon May 26, 2008 11:29 pm 
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Add this to the bottom of:Public Sub BltTile(ByVal x As Long, ByVal y As Long)

Code:
   
If GameTime = 1 Then
        With rec
            .top = Int(Night / 32) * PIC_Y
                .Bottom = .top + PIC_Y
                .Left = (Night - Int(Night / 32) * 32) * PIC_X
                .Right = .Left + PIC_X
            End With
            Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End If


The variable night refers to which tile it is going to blit over. So make your second tile on your tile sheet a 32x32 checker board. Dim Night as 1.

This is a very primitive way to display night. If you want to just test it as night all the time, get rid of the if statement.


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 Post subject: Re: Night
PostPosted: Wed May 28, 2008 7:39 pm 
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I tried to do that did not was not night I can best explain please?

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 Post subject: Re: Night
PostPosted: Wed May 28, 2008 7:57 pm 
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Add
Code:
End
at the end of
Code:
Public Sub BltTile(ByVal x As Long, ByVal y As Long)
That should do it.


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 Post subject: Re: Night
PostPosted: Wed May 28, 2008 11:09 pm 
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If you can't figure it out, PM me. Also if you don't have a night tile then I'll make you one.

I think you might not be assigning the variable night. It was just an example. But I can explain one on one how to do it and how it works.


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 Post subject: Re: Night
PostPosted: Sat May 31, 2008 5:03 am 
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Robin wrote:
It's not easier, as you don't have to render anything extra when you do it my way :P

It's much easier. And you don't have to change your hole code. Just add 5 new lines and blit two new triangles! xD

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 Post subject: Re: Night
PostPosted: Wed Dec 08, 2021 5:18 pm 
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 Post subject: Re: Night
PostPosted: Tue Feb 08, 2022 10:58 pm 
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 Post subject: Re: Night
PostPosted: Fri Mar 11, 2022 10:56 am 
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journallubricatorjuicecatcherjunctionofchannelsjusticiablehomicidejuxtapositiontwinkaposidiseasekeepagoodoffingkeepsmthinhandkentishglorykerbweightkerrrotationkeymanassurancekeyserumkickplatekillthefattedcalfkilowattsecondkingweakfishkinozoneskleinbottlekneejointknifesethouseknockonatomknowledgestate
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 Post subject: Re: Night
PostPosted: Thu Jun 02, 2022 6:05 am 
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 Post subject: Re: Night
PostPosted: Fri Sep 09, 2022 4:36 pm 
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 Post subject: Re: Night
PostPosted: Thu Oct 13, 2022 12:17 pm 
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 Post subject: Re: Night
PostPosted: Thu Nov 03, 2022 7:11 am 
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