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| Image overlap/whiteout effect question |
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| lordician:
I belive i found something that could bee used for this: --- Quote ---Introduction Most games that you play have splash screens. Whether it be an PC, Xbox 360, or PS3 they all have it. Splash screens display a company logo and/or a publisher logo. Here I will teach you how to create a splash screen to add to your game. [edit]Materials Needed You will need the following materials in order to complete this tutorial. Visual C# Express with Torque X already installed A project started from StarterGame A 800x600 image (the one you would like to use for your splash screen) [edit]Creating the Splash Screen Follow these steps to create the splash screen for your game. 1. Add the 800x600 image to your data/images folders and make sure you have imported it into Visual C# Express. 2. Create a new file called SplashScreen.cs and copy/paste this into it: #region Using Statements using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graph ics; using GarageGames.Torque.Platform; using GarageGames.Torque.Core; using GarageGames.Torque.Sim; using GarageGames.Torque.GUI; using GarageGames.Torque.MathUtil; using GarageGames.Torque.T2D; //using TorqueCombat.Canvas; #endregion namespace StarterGame.UI { /// <summary> /// Displays the splash ad for TankBuster, first GUI screen to become visible. /// </summary> public class SplashScreen : GUISplash, IGUIScreen { //====================================================== #region Constructors public SplashScreen() { // create the Style for our splash ad GUISplashStyle splashStyle = new GUISplashStyle(); splashStyle.FadeInSec = 2; // black to image 2 seconds splashStyle.FadeOutSec = 2; // image to black 2 seconds splashStyle.FadeWaitSec = 4; // still image for 4 seconds splashStyle.Bitmap = @"data\images\YourFileNameHere"; splashStyle.PreserveAspectRat io = true; //splashStyle.Anchor = AnchorFlags.All; // set some info for this control Name = "SplashScreen"; Style = splashStyle; Size = new Vector2(800, 600); // Changed System.Drawing.SizeF to Microsoft.Xna.Vector2 OnFadeFinished = OnSplashFinished; // create a black letterbox // only visible on widescreen displays GUIStyle lbStyle = new GUIStyle(); lbStyle.IsOpaque = true; lbStyle.FillColor[0] = Color.Black; GUIControl letterbox = new GUIControl(); letterbox.Style = lbStyle; GUICanvas.Instance.LetterBoxC ontrol = letterbox; } #endregion //====================================================== #region Public methods /// <summary> /// Callback from the Splashscreen when the splash has finished fading. /// </summary> public void OnSplashFinished() { //Load the txscene level file StarterGame.Game.Instance.Sce neLoader.Load(@"data\levels\yourlevelfile.txscene"); //Replace this with your own level loading code //create a renderable canvas for the scene GUIStyle stylePlayGui = new GUIStyle(); GUISceneview playGui = new GUISceneview(); playGui.Style = stylePlayGui; //switch over to the new canvas GUICanvas.Instance.SetContent Control(playGui); } #endregion } } 3. Edit YourFileName here with the name of your splash screen image file. 4. Open up the Game.cs file. Add the following changes to display the splash screen: In top of the file, add this line to the list of 'using' clauses: using GarageGames.Torque.GUI; In Private, Protected, Internal Methods in the BeginRun method after base.BeginRun(); add this: // go to splash screen SplashScreen splashScreen = new SplashScreen(); GUIStyle splashStyle = new GUIStyle(); GUISceneview splash = new GUISceneview(); splash.Style = splashStyle; GUICanvas.Instance.SetContent Control("SplashScreen"); GraphicsDevice.VertexDeclarat ion = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexEle ments); This initializes the Splash Screen and displays it. [edit]Platformer Starter kit If you are using the Platformer Starter kit replace OnSplashFinished method code with the following in the SplashScreen.cs file PlatformerStarter.Game.Instan ce.SceneLoader.Load(@"data\levels\sample_level.txscene"); GUIStyle playStyle = new GUIStyle(); GUISceneview play = new GUISceneview(); play.Name = "PlayScreen"; play.Style = playStyle; GUICanvas.Instance.SetContent Control(play); PlatformerDemoGUI.Instance.GU I.Folder = GUICanvas.Instance;This loads the sample_level file (change this to match your file) and initializes a new GUI that sticks the camera to the player --- End quote --- |
| MegaScientifical:
--- Quote from: lordician on July 02, 2010, 06:07:38 PM ---I belive i found something that could bee used for this: --- End quote --- That is source code. AKA, you can't edit/add that to the game. |
| lordician:
--- Quote from: MegaScientifical on July 02, 2010, 06:09:44 PM ---That is source code. AKA, you can't edit/add that to the game. --- End quote --- Thought so... |
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