How to display CGs
CGs -or Computer Graphics- are fullscreen images that illustrate important moments of the game.
You can add new CG in the admin panel in the Asset manager > CGs menu.
While scripting, CGs are displayed using the CG statement.
CG STATEMENT
Display a CG image on screen or replace it with another one.
A CG is displayed above all the other elements (background image and characters)
A CG statement consists of a single logical line beginning with the keyword cg, followed by the location short code, followed by zero or more properties.
To hide the cg:
Optional parameters:
WITH
The transition animation used to change location.
Possible values:
- dissolve: a gradual transition from the old CG to the new one. Even if this transition is not functional now and is replaced by none, it should be soon supported. You can therefore use it, knowing that it will look better in the future.
- none: no transition, the CG disappears suddently
AT
Define the alignment of the CG.
Possible values: center, top, bottom, left, right
It is possible to combine values:
EFFECT
Add an effect to the whole stage, including the characters sprite
Possible values:
- blur, blur light or blur heavy: blur the CG
- grayscale: the CG is displayed in black and white
- sepia: add a sepia filter to the CG
- dark, dark light or dark heavy: darken the CG
- bright, bright light or bright heavy: brighten the CG
- zoom, zoom light or zoom heavy: zoom in the CG, relatively x2, x1.5 and x3
- flash: briefly display a white flash. By default, the flash is white but it is possible to define another color by adding the hexadecimal code of the color (ex: #ff0000, more here) or their CSS name (red, white...)
> cg first-encounter effect flash #ff0000
It is possible to apply several effect at the same time by separating them with a coma.
Some effects are not compatible together and cannot be applied at the same time: blur, grayscale, sepia, dark, bright.