Stage graphic effect on stage 3 (Sor 2x )

pepodmc

Active member
Hello. i need you help.

There are two stage graphic effects in stage 3 from sor remake that i want to replicate but i dont know how to.

minute 20:10  = the horizontal movement of the ship
minute 23:07  = the vertical movement of the background

https://www.youtube.com/watch?v=a-Cjl1oweJ8

I hope someone can help me with this (when you have time to)

Thanks!!
 
You can use the
Code:
 rock 1
function in your level text to simulate a boat move:
rock {int}

    Optional.
        0 means nothing.
        1 means the level floats up and down slightly.
        2 will cause the stage to remain steady for a second or so, then quickly shake twice. Should resemble the steady rocking on a train ride.
        3 will cause the stage to shake with a constant, steady rumbling, with occasional 'hiccups'. This one looks like what you might feel if you were riding in a moving van or on top of a moving eighteen wheeler.

I like the effect on the vehelit background very much! The boss looks so lively with that.
You can try to stretch your background entity with drawmethod (
Code:
scalex
and
Code:
scaley
):
setdrawmethod(entity, int flag, int scalex, int scaley, int flipx, int flipy, int shiftx, int alpha, int colourmap, int fillcolour, int rotate, int rotateflip, int transparencybg)

    Set drawmethod for an entity or define a global drawmethod for other script functions.
    entity must be a valid entity handle or an empty value.
    All other parameters are optional.
    flag defines whether the drawmethod is active, when set to 0, the drawmethod will not take effect.
    scalex defines how the sprite will be stretch in x direction: sizex = original_sizex * scalex / 256
    scaley defines how the sprite will be stretch in y direction: sizey = original_sizey * scaley / 256
    flipx defines whether the sprite will be flipped left/right. 0 means don't flip and 1 means flip.
    flipy defines whether the sprite will be flipped top/bottom. 0 means don't flip and 1 means flip.
    shiftx defines how the sprite leans, like lightx in gfxshadow feature, in most situations you don't need this.
    alpha defines which alpha blending effect will be used. 0 means no alpha effect. -1 means the entity(if given) will use its own alpha value.
    colourmap(entity only) defines which colourmap will be used. 0 means no colourmap. -1 means the entity(if given) will use its current colourmap.
    fillcolour is the colour used by the entire sprite. 0 means don't fill the sprites.
    rotate is the rotate angle(clockwise), the range is from 0 to 359.
    rotateflip(entity only) means whether the entity will flip its rotate direction if the facing is changed.
    transparencybg(screen only) means whether the screen will use transparency colour.
    Notice: In 8bit mode, fillcolour is the index in palette, otherwise, it will be a RGB value which needs to be calculate first(no system functions available now).
    Notice: For screen, transparency colour is the first colour in palette(8bit) or pure black colour(which is also 0).
    Notice: If the entity parameter is an empty value, it will change the global drawmethod, and can be used by other script functions like drawsprite or drawscreen.
 
kimono, pepodmc,

The rock effect just moves the display up and down. That's not at all like the effect from SORR. There are a couple of ways you can get the real thing.

The most efficient way is to capture the layer with a defined screen and apply some rotation. Honestly though, if you are asking how in the first place, this technique is too advanced for you right now.

The second method is making the pirate ship a panel entity and rotating it with drawmethod, possibly with minor positioning adjustments. You'll need to do the same thing with the Disneyland looking background. It's the same basic principle as those lights from stadium level.

One thing to note is SORR isn't doing any sort of base maping. Meaning the the entities are not moved up and down to match the ship's rotation. They covered  this up by only rotating the ship a very small amount so you don't notice the discrepancy. If you want to rotate any significant amount, you'll need to look into the base map settings too.

DC

 
pepodmc said:
Is there a drawmethod  shortcut to be able to use the water/wave effect in an entity?

Sorry pepodmc, there are no shortcuts for that. The affine transformations do not work directly on entities. You CAN affine transform entities, but to do it you must learn how to use screens.

DC
 
Damon Caskey said:
pepodmc said:
Is there a drawmethod  shortcut to be able to use the water/wave effect in an entity?

Sorry pepodmc, there are no shortcuts for that. The affine transformations do not work directly on entities. You CAN affine transform entities, but to do it you must learn how to use screens.

DC

In which part of the openbor manual talks about "screens" ?
 
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