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Lesson 14. Fonts and Menus > Adding a Marker for a Closing Sequence

Adding a Marker for a Closing Sequence

You begin this lesson by creating the closing sequence for the movie. You start out by adding a marker for the scene and the necessary navigation to get there—just like you learned in the previous lessons.

Open Start.dir in the Start folder within the Lesson14 folder and save it as Gallery3.dir in your Projects folder.

This is the prebuilt file, and it is identical to the Gallery2.dir file in the Complete folder for Lesson 13. If you completed Lesson 13, you can use your own version of Gallery2 as your starting file.

Insert a marker in frame 105 of the marker channel and label it Exit.

This is the marker that the playback head will branch to when users click the Exit option of the main menu.

Figure .

Drag cast member 32, Oval, to frame 105, channel 1.

The Oval cast member is the first of three images you will use to build the closing sequence.

Take a close look at the Oval image and you will see that it is not a solid gray but is instead made up of a number of different-colored gray pixels. This is the result of the method you used to import the graphic. If you remember, when you imported all of the images for the Gallery production, you specified Dither as one of the options. Since the graphic designer requested a solid gray, you can try importing the image again, this time without the Dither option.

Figure .

In the Cast, select cast member 32, Oval; then press the Delete key to remove it.

Removing the existing Oval cast member enables you to import the new version of Oval into the same location in the cast.

Choose File > Import. In the Import Files dialog box, navigate to the Media folder in the Lesson12 folder. Select the Oval.pct file and click Add; then click Import.

You are importing the exact same image you imported before, only this time you will use a slightly different setting for the import.

In the Image Options dialog box, choose Stage (8-bits), assuming you are running your system at 8-bits. Then choose Remap To and make sure that the correct palette for your system is displayed. Make sure that the Dither option is not selected. Click OK.

The new version of the Oval cast member should appear in the cast and also on the stage. Now a closer inspection will show only a solid gray color for the image. Next you will position the sprite on the stage.

Figure .

Select the Oval sprite in the score; then click the Property Inspector icon on the toolbar.

The Property Inspector opens with the Sprite tab selected.

Set the horizontal location for the Oval sprite to 185 and the vertical location to210.

If you are in the graphic view for the Property Inspector, then the horizontal location is the field labeled X, and the vertical location is the field labeled Y. If you are in the list view, then the horizontal location is the value labeled locH (the Lingo term), and the vertical location is the value labeled locV. Either method for setting the value works—both access the same settings and both are based on the location of the registration point relative to the edge of the stage.

Figure .

Drag cast member 29, fiveears, to frame 105, channel 2, in the Score window. Then, on the stage, center the new sprite inside the white rectangle of the Oval sprite.

Figure .



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