partly transparent?
3absh
Member Posts: 601
Hey guys,
I have an actor in my game that is clickable every x seconds. (like spells in MMO's)
I need to make a similar effect to that actor (spell) which is basically transparency (opacity) fading away in a clockwise direction
something similar to this
how can i do this?
Comments
There are a few ways, but to get that exact effect you'll probably have to animate the frames of the effect and place it over the button.
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I'm gonna try to avoid animation since it will likely use more cpu and also because I need different speeds (higher levels have faster spells)
I guess you can do something groovy with one or more alpha masks and some nifty transformations. Do you mean you don't want to use the animation behavior - have you looked at using socks's super animation methods ?
The Animation behaviour is pretty light on the CPU, it simply supplies the name of the image to be displayed, there are no complex calculations involved.
Using this . . .
https://forums.gamesalad.com/discussion/63454/fast-frame-swap/p1
. . . you can play the animation at any speed you like.
What @Socks said. Animating is almost certainly going to be your best bet here. You could approximate the effect using actors etc. but you're going to end up going to more effort, it will be more demanding on the cpu, and the effect almost certainly won't be quite as good.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Any other methods?
Animation would do well for spells that cycle fast like 4 to 5 seconds or so.
But my spell requires minutes, so unless the animation has tons of frames the clockwise animation won't look smooth.
I'm currently experimenting with
-rotation behavior
-timer every 1 seconds change self rotation to self rotation -2 (for a more 'clicky' effect)
I think I could easily pull off a similar effect if I put a dark transparent layer above it
As for the image being partly transparent, and decreasing in transperancy in a clockwise direction I simply have no clue how to do it, without using animation
I think you're dismissing animation much too quickly. A few hundred frames would take up almost no disk space, require almost no CPU processing and would be smooth enough unless someone sits there watching it like a hawk. Even 120 or so frames would be more than enough.
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Heck if the spells take minutes to take effect you could do a change image and adjust in larger increments say every ten seconds.
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I got creative. Is it better than an animation? Probably not.
http://forums.gamesalad.com/discussion/comment/567305/#Comment_567305
Edit: I can't seem to delete the attachment at the moment but the newer version of the demo is available in the link.
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Yeah people really wont be looking at an ability with multi-minute cooldowns that often anyway. I don't think a perfectly smooth 100+ frame animation is even needed.
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Here is a classic from @firemaplegames:
or perhaps this power-meter might spark an idea:
I would go for animation. Maby no more than 6 frames, or less. Depends on how fast the animationscene is visible.
Good luck!
The issue with this is he needs it to happen over minutes.
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