MysticalMist
Well-known member
What does your delay entity look like?The first delay will allow the story to play out before script in second delay ends the level.
I don't know the purpose of stop so I didn't include it there.
What does your delay entity look like?The first delay will allow the story to play out before script in second delay ends the level.
I don't know the purpose of stop so I didn't include it there.
name delay
health 10
type enemy
nomove 1
antigravity 100
offscreenkill 3000
anim idle
@script
void self = getlocalvar("self");
int Health = getentityproperty(self, "health");
if(frame==1){
changeentityproperty(self, "health", Health-1);
if(Health <= 0){
killentity(self);
}
}
@end_script
loop 1
delay 9
offset 1 1
frame data/chars/misc/empty.png
delay 1
frame data/chars/misc/empty.png
anim spawn
delay 1
offset 1 1
frame data/chars/misc/empty.png
THE_END 4 0
_
_
_
_
_
_
CAST 0 114
Blitzo_Buckzo_-_voiced_by_SedthePanda 2 114
Moxxie_Knolastname_-_voiced_by_SedthePanda 2 114
Millie_Knolastname_-_voiced_by_StormAngel96 2 114
Loona_Buckzo_-_voiced_by_Loona_Howl 2 114
Coco_Tyson_-_voiced_by_MysticalMist 2 114
Sifu_Harley_Graham_-_voiced_by_Axelgear11 2 114
Vortex_-_voiced_by_LunarMothVA 2 114
Angel_Dust_-_voiced_by_Axelgear11 2 114
Striker_-_voiced_by_Dboy501110 2 114
Vox_-_voiced_by_StrawberryRazzy 2 114
Velvette_-_voiced_by_VolticGlitch 2 114
Valentino_-_voiced_by_ArkaidenVA 2 114
Alastor_(Announcer)_-_voiced_by_IvanFlynnPro 2 114
_
DIRECTOR 0 114
MysticalMist 2 114
_
ORIGINAL_SPRITES_&_ANIMATION 0 114
MysticalMis 2 114
Zeof 2 114
_
CHARACTERS 0 114
VivziePop/Vivienne_Medrano 2 114
MysticalMist 2 114
_
SCRIPTS_&_CODING 0 114
MysticalMist 2 114
Volcanic 2 114
doranikofu 2 114
O_Illusionista 2 114
CRxTRDude 2 114
Piccolo 2 114
White_Dragon 2 114
maxman 2 114
Damon_Caskey 2 114
msmalik681 2 114
_
FAN_MUSIC 0 114
Kick_Streets_-_made_by_JoxaDaizz 2 114
SOR1_Boss_(The_Clown)_-_made_by_JoxaDaizz 2 114
Aggressive_Desert_2_-_made_by_JoxaDaizz 2 114
Results_-_made_by_JoxaDaizz 2 114
_
SPECIAL_THANKS 0 114
ChronoCrash.com_&_Senile_Team 2 114
bdhl 2 114
Stormxzy 2 114
Jasper 2 114
2's_a_Party_But_3_is_a_Crowd 2 114
O_Illusionista 2 114
Reddthesipan 2 114
You_:) 2 114
___
Yes, or "THANK YOU FOR PLAYING" would show way too early over the scrolling text or it would end the moment "Scripts & Coding" showed up.You mean some texts are cut off?
Alright, I'm back again lol.
So, what I've noticed, is that the credits/scrolling text, has a huge issue that seemingly has some sort of relationship with the vsync and frame limit. If either of those are enabled, the text goes EXTREMELY slow. Is there a way to update the script ("story_scroll.c") to where it can be more consistent and be unaffected by those video changes?
I have never looked at the scripts, but mostly likely it's just a matter of update timing. Look for a timer variable and whatever value is fed to it then, tweak a little.
DC
void scrollText(char txtfile,int linecount,int spacing,char back,float spd)
{
max=linecount*spacing;
line = linecount;
space = spacing;
void init = getlocalvar("inited");
//void added = getlocalvar("lineadded");
initBack=back;
int cr=getlocalvar("cr_file");
float ll_oldtick=getlocalvar("oldtick");
float ll_tick=openborvariant("elapsed_time");
float ll_offset;
long scr=getSpriteScreen();
void back = getindexedvar(story_back);
if (!back){
if (initBack!=""){
setindexedvar(story_back, loadsprite("data/story/bgs/"+initBack));
setindexedvar(story_backfile, back);
}
}
if (!ll_oldtick){ll_oldtick=ll_tick;}
if (!cr){
cr=openfilestream("data/story/"+txtfile);
setlocalvar("cr_file",cr);
}
ll_offset=ll_tick - ll_oldtick;
if (ll_offset<=0.9){ll_offset=1;}
if (!init)
{
initLine();
init = 1;
setlocalvar("inited",init);
log("done!\n");
}else{
if (!getlocalvar("end")){
addLine(cr);
}
drawLine(cr,(ll_offset*spd));
setlocalvar("oldtick",ll_tick);
drawSpriteScreen();
}
}