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This is a discussion on how do i really animate sometin...?? within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; k i wanna animate something not self but have it move around on its own now i am using lua ...
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#1 |
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k i wanna animate something not self but have it move around on its own now i am using lua and there torturial is really confusing and i want it to be text or pic help would be appreciated
p.s. i figured out my problem and just use infranview to create my picture and i resized it for the psp!! yea
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#3 | |
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Doesn't seem that hard to me, even while blitting. |
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#5 |
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k thanks
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1. Failed....again... 2. http://slicer.gibbocool.com/ stay updated on all my projects |
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#6 |
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No need for multiple images. Why not just blit the image once, and change its value? Make the animation as a function, and have a timer, that way you can specify when where and what you want the image to do. Example:
Code:
sad=Image.load("sad.png")
happy=Image.load("happy.png")
neutral=Image.load("neutral.png")
picture=neutral
timer=0
function animation()
timer=timer+1
if timer>=2 and timer<=4 then picture=happy
elseif timer>=5 and timer<=7 then picture=sad end
if timer>=8 then timer=0 picture=neutral end
end
while true do
if pad:cross() then animation() end
screen:blit(300,100,picture,true)
screen.waitVblankStart()
screen.flip()
end
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#7 | |
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Quote:
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#8 | |
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Code:
if timer>=2 and timer<=4 then then what ever you please.
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#12 |
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FOr an example of a smooth transition, look no further than PSP air hockey...that menu is loaded using a series of images not a video...It uses 20 images for an approxiamte 3 sec 'video' all that happened was they shaded a picture of 'THIS GAME WAS SCRIPTED IN LUA" and made it darker each photo. Hope this helps
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| animate , sometin |
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