Frontpanel Duplicate

brunom

New member
Hello again, everyone. I have another question regarding the front panel.
When I load it into the game, it loads normally, but it apparently duplicates itself at the end of the stage.
Is there any way to fix this?
 
Hello again, everyone. I have another question regarding the front panel.
When I load it into the game, it loads normally, but it apparently duplicates itself at the end of the stage.
Is there any way to fix this?
That is the tiling. by default, if I am not mistaken, frontpanel uses tiling.

You have two options:
1 - make the front panel image larger, to prevent this
2 - change the frontpanel for a fglayer, which gives you way more control
 
That is the tiling. by default, if I am not mistaken, frontpanel uses tiling.

You have two options:
1 - make the front panel image larger, to prevent this
2 - change the frontpanel for a fglayer, which gives you way more control
I made the front panel the exact same size as the background, with transparent areas leaving only that element visible. (I'm not sure if that's clear, but for instance, it's centered on the screen, so the edges are transparent.)

I'll do some research on what this "fglayer" is, but thanks for the reply anyway, man!
 
I made the front panel the exact same size as the background, with transparent areas leaving only that element visible. (I'm not sure if that's clear, but for instance, it's centered on the screen, so the edges are transparent.)
yep, that was the idea. Its a quick way to do this.

I'll do some research on what this "fglayer" is, but thanks for the reply anyway, man!
Np. It's on the manual:
fglayer {path} {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} {quake} {neon}

  • This is for setting custom foreground layer in current level.
  • {path} is the location relative to data folder where the graphic is
  • Just like any image used by OpenBoR, fglayers must use paletted images. In 8 bit colourdepth (default), it must use same palette as ‘background’ (see above). In 16/32 bit, it can use different palette
  • Beware though, if bglayers use different palette than background, ‘palette’ command (see below) won’t work
  • {z} sets location of the layer. Give positive value to make it closer to screen or negative value to make it farther from screen.
  • Other parameters ( {xratio}, {zratio}, {xposition}, {zposition}, {xspacing}, {zspacing}, {xrepeat}, {zrepeat}, {transparency}, {alpha} and {bgspeedratio} ) have same effect like in ‘bglayer’ above.
  • {quake} is a boolean setting. 0 (default) will make the layer to not shake when the screen a quake happens. 1 will make it to shake.
  • {neon}, unlike panel, IS NOT the path to the file we will use as neon, it is a boolean value:
    • 0 disabled (default)
    • 1 enabled
  • Neon uses ‘pallete cycling’: certain colors slowy change to different colors. To be more specific, colors 128 through 135 in the pallete will be cycled by two steps three times each second. Note: It must be using the global palette (as in, using same palette as background) for Neon to work.
  • {watermode}, {amplitude}, {wavelength} and {wavespeed} also works for bglayer and background (but not for frontpanel) – 6391+

Here I share many examples of cool tricks you can do using fglayer Backgrounds and inputing them into game
 
I made the front panel the exact same size as the background, with transparent areas leaving only that element visible.

Making front panel exact same size as the background is not enough. Front layer is scrolling with different speed than background. This could cause front layer to have finished scrolling before background layer.

That's why you should use fglayer as suggest by ilu cause you can define scroll speed yourself.
 
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