Achieving rolling image effect? - image

I am a newbie in designing flash content. I am designing a flash movie to put up in my website. I need clouds to roll in the background. I have a cloud image, but I want it to roll in the background as below.
<---cloud_img
---cloud_img<
--cloud_img<-
-cloud_img<--
cloud_img<---
loud_img<---c
oud_img<---cl
Is it possible to achieve this kind of effect in flash. I am using swish max to develop flash. Give me some ideas to achieve this effect smoothly.

The easiest way to achieve that is to make your image doubled horizontally, and then simply scroll it from left to right. When you reach the rightmost position (whole right image is showing), reset the position to the display the whole left image. Rinse. Repeat.
You might want to apply a single-image wide mask to the movieclip/sprite/image, so the extras don't show in the display.

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Create pop menu Sims's style when click on Character in Unity3D

I'm trying to build a game that uses a concept from the known game "The Sims". Right now I'm building the AI for a 3d Character, and I need the player to be able to tell where the character should go or do. I want to know the best ways to create a pop up menu with animations, kind of to show some choices, so that when the player clicks over the 3d Character he can pick wherever he wants to do. I know this must be using UI elements under a Canvas that's placed over the player. However I can not have 2 Canvas in a Scene and I don't know how to fix them to the character so that it moves with him. Thanks in advance.
Here you can see what I mean, this is the Sims Game
You have two main approaches here:
1) Use a world space UI.
2) Use a screen space UI and position it in real time using a worldspace to screen space transformation.
Both of these topics will expand substantially when you approach them, so it's not possible to give any more specifics from here.
Having played the Sims a bit before though, I would suggest you use a world space UI system if you're chasing the same style as them.
You can have as many canvases as you want. To control levels of canvases (which one is on top) you use "Order in Layer" parameter in "Canvas" component of your chosen Canvas. The lower the number is the higher interactivity and visibility your canvas has.
You can create one canvas ant parent it to you character. AS the canvas will be smaller your should play with these parameters to get the resolution you want (don't over do it):
To make canvas always facing the camera you should give Canvas a new script, with a command:
canvas.transform.LookAt(camera.transform);
To control canvas' visibility you may use this code line:
canvas.enabled = bool;
Where bool is false when you want to hide it and bool is true when you want to show it.
In the "Sims" the visibility comes with animation which you may do also, but I would leave it after I did all the functionality.

Unity 4.6 - How to scale GUI elements to the right size for every resolution

The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.

Geoserver ExternalGraphic draw icon incorrect

I run into a problem with Geoserver.
I'm drawing multiple icons which each represent a place all over my map using ExternalGraphic.
But geoserver didn't draw them correctly as they are. I attach an image as the result of geoserver drawing:
As you can see, the 2 car icon, both got cut off around 1 pixel comapre to its original size (1 got cut off from top down while another from bottom up). It make same icon look differentfrom place to place. And i think because of this cutting, after lose some pixel, they resize the image back to its original size, which make the $ on top left look blurry compare to the one next to it.
Also as in External graphic document mention, i didn't use any Size attribute so they won't get resize or anything. So i'm not sure why the image got cut off like that.
Any1 can help me about this case ? Thank you in advance.
I suggest you open a report at http://jira.codehaus.org/browse/GEOS attaching one of the images and your style document.

How to make a sort of scratchboard in flash?

I was wondering if someone could teach me how to make a scene in flash where you have an image on top of the other, and you can scratch the top one off to show what's below.
Kinda like those prize cards where you have to scratch the silver thing to see if there's a prize below.
Anyone has any idea if this is even possible in flash?
Yes it's possible, here is one example. I'm sure there are others.
The concept is that you use a mask to hide the image. Then use a mouse move event listener to draw on the mask as the user mouses over the object. Parts of the mask that have something on them (ie: the stuff you're drawing in the mouse move listener) will then reveal the underlying object that was being masked.

Gamesalad actor image mask with wiping mouse input

I've tried searching for 'actor mask with gamesalad', 'actor image mask with game salad', and 'image mask with gamesalad', but can't seem to even find the fundamentals for creating a mask on game salad.
Basically, I would like my final result to look like something splats on the screen, and then the player wipes it off with their finger which is where the mask part comes in.
I'm not 100% sure what you're asking but I think i know what you're getting at. Do you mean that you want to erase the part of a picture where a users finger has been? Abit like some sort of finger eraser tool?
If so I hate to say that Gamesalad doesn't do this at the moment. I had a quick play to see if it could be done with image modes but didn't have any luck. The only way I could think that you could do it is by having a solid colour background (which may not be in favour of you app design) and then spawning a 1x1pixel sized actor every 0.01 second when the touch is pressed on location of the finger. This would create the illusion that an item is being erased.
Hope that helps.

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