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Post by NASH7777 on Dec 25, 2005 23:08:56 GMT -5
Well it isn't really a trick but i just started messing around with it today and realized how awesome and helpful this command is.
When you create a visual effect there is a marker check box and frame count spot next to it. When you use this it allows you to do an overlapping of the visual effect and the commands that come after it.
I was working on this turn-based-battle-system where, after you choose your attack, you have to hit a certain button at the right time. You see the button large and it shrinks into this square. If you hit it while it's shrinking into it, the attack fails. If you get it when it fits nicely in the box or a little less the attack is a direct hit. If you wait to long it's a miss. Problem was that the 3 visual effects didn't flow very well together. So I used the Marker button on the 0th frame on all the effects followed by the button wait input command and it works sooo nicely.
Basically the Marker command allows you when you put a VFX in a script you can activate the following scripts after the effect before the effect is done by setting it's marker frame. So let's say I have a psycho meteor attack, but I want the screen to start shaking midway through the VFX of the meteor strike. All I do is set the marker frame halfway through the full meteor attack VFX.
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Post by Rodak on Dec 26, 2005 4:39:17 GMT -5
That is indeed the essence of the marker command.
You can also use apply together and wait commands if you have multiple things to do during a single effect.
Check out the Forge scripts in Videogamedrome if you want it to get really hoopy.
Feel free to write up a fully detailed step-by-step tutorial that those with absolutely no experience in the VFX Editor could understand and it can go in The Guide.
I think your idea for the shrinking square effect with timed button press is a great example of how to incorporate VFX into a battle system (put it in a direct effect and it can be used in the default system as well as your active system).
Peace.
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