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Alright, I made a new release so the download has been updated. Here's what's different:

- You can now use any of the three HLSL commands to set shaders to things, but beware that not every machine supports at least Shader Model 2.0 and therefore this won't work on them all.
- Implemented the tile substitution command.
- Fixed a problem where battle animations won't show properly on events that are tiles.
- Added a draw image command that lets you draw random images from the Picture material folder with the rest of the GUI builder elements. Useful for particle effects.
- Implemented the Change Event Location command.

A large amount went into the HLSL and draw image commands. Now more advanced techniques are possible.

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Pages: 1
With the draw picture command, can we choose what layer the picture is drawn on? What about battle animations? I was always annoyed that they would show on top of everything else.
With the draw picture command, can we choose what layer the picture is drawn on?

GUI elements are in their own layer, and they are drawn in order (draw commands made later go on top of earlier ones). Actually here's the current draw order:

So the battle animations are much below the gui builder and the gui builder is very high, just below the actual menu.


void wcnucleus_draw()
{
font *fon;
/* Title screen */
if(wcnucleus_get_mode() == WCRPG_TITLE_SCREEN)
{
/* Draw title screen */
wcnucleus_title_tex->draw(0,0);
/* Draw menu */
if(wcnucleus_main_menu)
wcnucleus_main_menu->draw(0,0);
/* Draw music info */
if(wcnucleus_step == 2)
{
fon = wcrpg_get_sysfont();
fon->draw_text(0,16,"Music Test (%d songs)",wcmaterial_count(MATERIAL_MUSIC));
fon->draw_text(0,24,"Song #%d",(wcnucleus_current_song+1));
fon->draw_text(80,24,wcmaterial_name(MATERIAL_MUSIC,wcnucleus_current_song));
}
}
/* Draws the current level */
if(wcnucleus_get_mode() == WCRPG_MODE_MAP_VIEW || wcnucleus_get_mode() == WCRPG_MAP)
wclevel_draw();
/* Draw screen shader */
wcdraw_screen_shader();
/* Here is where the tint level is */
wcnucleus_handle_tint();
/* Picture layer */
wcpicture_draw();
/* Battle layer */
wcbattle_system_draw();
/* Pop up numbers */
wcpopnum_draw();
/* Animation layer */
wcanimation_draw();
/* Effect layer */
wcfx_draw();
/* Trans later */
wctrans_draw();
/* Draws the menu layer */
if(wcnucleus_get_mode() == WCRPG_MAP)
{
wcguibuild_draw(); /* User defined gui elements */
wcmanage_draw();
wcmessage_draw();
wcquitmenu_draw();
wcstatusmenu_draw();
wcitemmenu_draw();
wcskillmenu_draw();
}
wcsavemenu_draw(); /* Drawn regardless of playing game or not */
wcdialog_draw();
/* Draw debugger stuff */
wcrpg_draw_debug();
}
Pages: 1