home *** CD-ROM | disk | FTP | other *** search
- .!
- .! This text was was formatted with PROFF Version 1.0
- .!
- .ls 2
- .bold on
- .nofill
- .center on
- .skip 13
- .po 10
- .pl
- "Phantasmos"
- Version 1.50
- by
- James C. Ianni
- Copyright 1992
-
- Release Notes September 1992
- .center off
- .fill
- .bold off
- .ls 1
- .pg 1
- .header /Version 1.50/Phantasmos User's Manual/Intro/
- .fo //#//
- .center on
- .bold on
- PHANTASMOS
-
- The Magic Morphing Machine
- .center off
- .bold off
-
- Phantasmos allows one to create those popular polymorph animations
- one can create in Deluxe Paint IV and ImageMaster quicker, easier
- and without all those disintergration/smearing/spluttering effects found
- when morphing pictures, video-text screens and company logos that are
- made up of thick/thin lines and polygons. Phantasmos can also morph images
- in up to 144 different ways!!! Zooweee!!
- You can sketch/draw frames or convert bitmap pictures. The sketched
- frames can be drawn within the program, with an interface similar to many
- structured drawing programs. The imported bitmap files can be any Amiga IFF
- picture file (ie. digitized photographs or a bitmap drawing done with
- DeluxePaint IV). Major advantages of drawing the picture within the program
- is that the morphs can be synthesized 20-30 times faster and morph much
- "smoother" (no disintergration/spluttering/smearing effects like in other
- popular morphing programs) than importing and morphing bitmap pictures.
- Also, the drawings drawn in the program are resolution independent.
- One might want to quickly and easily morph company logos, names, text
- with different fonts, hand-written signatures and line-drawings
- when drawing the images using the drawing tools in Phantasmos. The
- other way to get images in Phantasmos is to import bitmap pictures. The main
- advantage of importing bitmap picture files is that the morphs can be very
- realistic, since the pictures can be digitized photographs which can be morphed
- into another different photo, like some of the effects in Terminator-2 (okay
- maybe I'm over exagerrating). The disadvantage with this is that
- calculations can take awhile for a 16,000 point:30 frame animation
- using the best morph algorithm.
-
- Many tweenings can be done in one animation allowing
- for interesting and complex animation. The main philosophy of this animation
- program is you draw (or import a picture) in one numbered frame, then draw
- (or import a picture) in another numbered frame (the more frames you allow
- between each starting and ending frame, the smoother the animation
- will turn out), then simply morph the frames.
-
- Phantasmos can morph between two different images in 144 different ways.
- 48 (1/3) of those morphing capabilities alter their morphing characteristics
- every time you use them (morph algorithms that morph themselves!).
- For a complete description of the morphing/tweening algorithms and
- techniques read under the Frames Menu, TWEEN Frames menu item
- description.
-
- Naturally, you get all the drawing tools that are found in most structured
- drawing programs. In Phantasmos you can move, copy, delete, insert, rotate,
- stretch/contract horizontal or vertical, enlarge or shrink, shear x or y, mirror
- horizontal or vertical of selected points (I am currently working on to
- make most of these edition options perform dynamically).
- You also have various or defined grid settings, predefined shape
- primitives, entering and altering outline fonts, the ability to save
- pieces or parts of your drawing and load them in a completely
- different animation, the ability to view any frame, and insert, delete, clear,
- exchange and copy frames.
-
- You can have specific frames LASER drawn (that catches everyones
- attention), "hand-write" the frame on screen, leave animated trails or go in a
- special XOR drawing mode. Frames can be paused at the currently drawn frame for
- a specific amount of time. You can load in background pictures and specify how
- to draw on "top" of the background picture. These and other options (currently
- being developed) are contained within Phantasmos.
-
-
- .nofill
- .header /Version 1.50/Phantasmos User's Manual/Start-Up/
- .pg
- Running the Program
- ---------------------
- .fill
-
- Any Amiga computer with at least 4 megs of memory, or
- 2 Megs for the 2 meg version.
- The ILBM.library (a very small file <7k) and ARP.library
- in your LIBS: dir (these are included in the archive).
- You may want a free 10megs of hard-drive space to save
- hi-res interlace ANIMS that have a complicated digitized background
- picture in the frames.
-
- Also, please make sure you have the arp.library (for the file requester,
- if you don't have it, you won't get a file requester just a string
- entry) and ilbm.library (a very small library <7k that permits
- Phantasmos to SAVE/LOAD IFF pictures and background pictures)
- in your LIBS: directory on your boot-disk or hard-disk.
-
- .header /Version 1.50/Phantasmos User's Manual/File/
- .pg
- .nofill
- Description of Menu Selections
- --------------------------------
-
-
- File
- ------
- .fill
-
- SAVE FRAMES - Save all frames of the animation.
- (You should have the arp.library in your libs: directory)
- If you have a background picture loaded (see below), the
- picture is NOT saved with the file, ONLY the pathname as
- to where the picture can be found is loaded.
-
-
- LOAD FRAMES - Load the frames from an animation. One thing about this is
- that it will load frames from a low-resolution or a
- high-resolution screen. In other words, if the animation was
- drawn in high-resolution mode, and you load the animation when
- your in low-res mode, the animation will still load, but you'll
- notice that it doesn't fit on a low-res screen. It's still
- there but it's drawn 'outside' the viewable screen. You can
- also load a low-res animation into hi-res mode, but you'll
- notice that it's 1/4 the size of the screen.
-
-
- SAVE SELECTED LINES - Save portions of the frame for later use in other
- animations. Also, use this function if you want to
- copy only a piece of a frame into another frames.
- Just select this menu option, select what part of
- the screen you want by dragging out the rectangle, and
- then save it to RAM:. Goto to the frame in which
- you want this piece and select "Load Lines" (explained
- below) and load the lines that you just previously
- saved to RAM:.
-
-
- LOAD LINES - Load lines into the current frame.
-
-
- CREATE HIGHSPEED ANIM FILE - For Future use and registered users.
- Though, you can still create an ANIM file,
- you'll have to do it indirectly by saving all the frames as IFF picture
- files (see next menu item) and using MAKEANIM. An output text file,
- MakeANIM.TXT, is also created for use with the MAKEANIM program (included
- within this archive).
-
-
- SAVE All FRAMES AS IFF FILES - Saves all the frames (From frame 0 to
- the last drawn frame) as IFF picture
- files. Also a text file named MakeANIM.TXT is also created for
- use with the MAKEANIM program. This text file contains the names
- of all the IFF pictures. So, if you wanted to create a ANIM animation
- file, select this menu item (be warned though, if your are in hi-res,
- interlace mode with 16-colors and you have a digitized picture loaded
- in the background and you have a 30 frame animation, the size of
- all the saved IFF pictures will be quite large, about 4 megs of
- hard-disk space) then CD to the directory containing the pictures
- ("cd df0:" at the CLI prompt) then use the MAKEANIM program:
- "makeanim makeanim.txt dh3:MyAnimation.anim" . Why make an ANIM file?
- Because Phantasmos can only draw lines/dots/polygons only so fast.
- Once you create an ANIM file, a 14,000 point/frame animation that
- played achingly slow on Phantasmos, is now playing back at TV frame
- rate. Playback of ANIM files are easy since they became a standard
- animation file back in 1985 and there are many PD & commercial programs
- that can play these back. A short PD listing: SHOWANIM (Probably the
- fastest player), DISPLAYANIM , SuperView.
- A very short commercial listing: AmigaVision (extremely versatile
- in playing back ANIM files), CanDo, DeluxePaint IV, Director,
- Lights!Camera!Action! (An oldie but a very goodie!).
-
-
- ENTER IN TEXT - This allows you to enter in text from the keyboard.
- Notice, you can alter the size and shape of the text
- (explained below). Even though you may make the size of
- text bigger than the screen or enter text off the screen,
- the text is still there. Be careful with entering text,
- text can take up alot of points (you have a limited amount
- of points in each frame)away in each frame. Also when
- you have entered in your text, it becomes your (L)ast
- selection, it can be moved about, rotated, copied,
- stretched, shrink or whatever just by selecting an option
- in the Points menu and simply press the "L" key.
- Don't worry, if you forget this technique, Phantasmos
- will give you the option of doing this.
-
-
- ALTER TEXT SIZE AND SHAPE - Use the cursor keys to expand and contract the
- displayed letter. Press "return" when you
- have selected a size and shape of your liking.
-
-
- ALTER COLOR PALETTE - Change the screen's colors.
-
-
- TOGGLE CONTINUOUS DRAW MODE - This is normally on, allowing you to freely
- draw or even hand-write your name simply
- by holding down the left mouse button, but this requires that alot of
- points be used up (remember, you have a limited amount of points you
- can have in each frame). When this is off (no checkmark next to it), you
- have to click the left mouse button for every line that is drawn (alot
- of professional animation programs are always in this mode). This prevents
- wasting points in the frame, but at the expense making the drawing
- look more like a ruthless, robotic CAD drawing.
-
- .nofill
-
-
- The next six menu options correspond to the display title when you're
- drawing or the colors/lines windows.
- A check mark next to the menu option states that the option is
- currently displayed.
- .fill
-
-
- SHOW X,Y COORDINATES - Show the current X (horizontal) and Y (vertical)
- coordinates of the mouse.
-
-
- SHOW POINTS LEFT AND FRAME # - Show the current frame that you're
- currently drawing in and how many
- points are left in the current frame. The number of points
- start off at some maximum number and slowly decrease towards zero for
- every line/point that is drawn.
-
-
- SHOW FRAME CHARACTERISTICS - Displays in the title bar how that frame
- is to be drawn and any pause being used.
- If the current frame is to be laser drawn the letters "LS"
- will appear near the right hand side of the title bar.
- If the frame is hand-drawn, the letters "HN" will appear. If the
- frame is being drawn with XOR-mode, then an "X" will appear.
- For the pause being used in that frame, the following character will
- appear for the corresponding pause:
- .center on
- "N" - No Pause
- "S" - Short Pause
- "M" - Medium Pause
- "L" - Long Pause
- .center off
-
-
- DISPLAY LINES WINDOW - Display the lines window on screen. From the
- lines window you can select from eight
- various line thicknesses.
-
-
- DISPLAY COLOR WINDOW - Display the color window. From the lines window
- you can change the current pen color you're
- using and/or the background color. If a picture has been loaded into
- the background, the color window will cut in half, displaying only
- PEN colors you can pick.
-
-
- LOAD BACKGROUND PICTURE - Load and lock in an IFF-picture in the
- background. You can now draw on top
- of the picture. You can also use this to trace in a picture
- for morphing. Once you're done tracing the picture, simply
- re-select this menu option and the background picture will
- disappear.
-
-
- ABOUT - Show latest version and author.
-
-
- QUIT - Exit program.
-
- .header /Version 1.50/Phantasmos User's Manual/Frames/
- .pg
- .nofill
- Frames
- --------
- .fill
-
- NEXT FRAME - Proceeds to the next animation frame.
-
-
- PREVIOUS FRAME - Goes to the frame before the current frame.
-
-
- COPY PREVIOUS FRAME - Copies the previous frame. For example, you're in
- frame #10, select this menu option and frame #9 will
- be copied to frame #10.
-
-
- COPY FRAME - This copies any frame number to the current frame. Use the
- mouse's horizontal position to select what frame number to copy.
-
-
- GOTO FRAME - This option will allow you to goto any frame number. Use the
- mouse's horizontal position to select what frame to go to.
-
-
- GOTO LAST DRAWN FRAME - This option will goto the last frame that has
- points/lines in it. This does not goto the last
- empty frame. This is useful when trying to tween
- different images, and you have forgotten where
- you have drawn your last frame.
-
-
- CLEAR FRAMES - Completely wipes clean all frames between and including
- the selected range. For example, if you're in frame #20
- and you wish to delete frames 20 to 30. You simply select
- this option, and by using the mouse's horizontal postion,
- select upto (or down to, you can also clear frames below)
- and including frame #30.
-
-
- INSERT FRAME HERE - Insert's a clean, new frame at the current frame number.
- For example, you have created an animation, but you have
- forgotten to add a title, you go all the way to
- frame #0 which contains a frame of the animation, so
- to insert your title, just select this option, and all
- animation frames will be moved up by one frame, frame #0
- will be cleared for your title. The previous frame #0
- is now frame #1. It's exactly like inserting a character
- in a word processor, except you're inserting frames.
-
-
- DELETE THIS FRAME - Wipes the frame completely from the animation frame
- list. For example, if your in frame #10 and you select
- this option, frames 11 to the last drawn frame will
- be shifted down one frame. It's exactly like deleteing
- a character in a word processor, except you're
- deleting frames.
-
-
- EXCHANGE FRAMES - Exchanges the contents of two frames.
-
-
- PREVIEW ANIM - Animate all the frames, you must remember that Phantasmos
- must calculate each frame then display it, because of
- this, the animation playback will not be nearly as fast as a saved
- ANIM file. This is why it's called a Preview.
-
- You will get the option of selecting how to playback the animation:
-
- Normal - Play animation once.
-
- Ping-Pong - Play animation forward to the end, then play animation
- backward from the end to the forward again, then repeat.
-
- You can also leave an animated trail as your animation is playing.
-
-
- DRAW FRAME IN XOR MODE - This is a special drawing mode where by when
- a point/line/polygon is drawn, where the
- point/line/polygon overlaps an area of the screen where something
- else has been drawn there, it will erase it. Where the point/line/polygon
- overlaps with empty screen, the point/line/polygon will be drawn.
- Note: if you haven't loaded a background picture and you are using
- this option, it makes most sense (and conserves memory and speed)
- to use only 2 colors. When this is selected an "X" will appear
- in the screen title.
-
- The next four menu options select how long to pause in the current frame
- Remember, the starting letter of the pause option will be shown in the
- screen title.
-
- NO PAUSE - All frames initially have this set.
-
- SET A SHORT PAUSE - Sets a short pause after the this frame is drawn.
-
- SET A MEDIUM PAUSE - Sets a medium pause after this frame is drawn.
-
- SET A LONG PAUSE - Sets a long pause after this frame is drawn.
-
- SELECT FRAME DRAW - Selecting this menu option will cycle between
- Laser drawing the frame (you will see an
- "LS" appear in the screen title) Handwriting the frame (an "HN" will
- appear in the screen title) and drawing the screen regularly.
-
-
-
- TWEEN Frames - Use this menu option to create your animations!!!
-
- There are basically three morphing algorithms, three morphing options,
- three different movement patterns, two of which have eccentricity parameters
- (3*2*2*2*3*2=144). Each morphing algorithm (1, 2 or 3) has a special use. Morphing
- algorithm 1 is probably the most useful, since it is the chief morphing
- algorithm to do morphs. Words can't describe what it can do, you'll have to see
- it to believe it. Morphing algorithm 2 is used for objects that morph or
- "evolve" out of a small area. For example, a rocket going into the air and
- bursting into a giant colorful burst or a light beam entering a prism and
- braking up into a rainbow, morphing algorithm 2 has other uses which can't be
- described, but must be shown. Morphing algorithm 3 is the earliest of the
- morphers and the simplest. It does all the morphing in one frame half-way
- between the two pictures/sketches for a surprise effect.
-
- Now there are options which can be applied to each morphing algorithm. The
- "Randomize Motion" option button can be used to give the effect that the morph
- is being "whipped" into the destination picture/drawing. The "Twist Last Frame"
- option button can be used to put in more "morphing motion" in a morph and it can
- also be used to get rid of "smashing effects". A "smashing effect" example would
- be if you were to morph an object to it's exact y-mirror image, all three
- morphing algorithms would smash the object horizontally until it was no longer
- horizontal (it would have a height) then "unsmash" itself to it's mirrored self.
- *PLEASE NOTE* Once you Twist the Last Frame, it stays in a 'Twisted State'.
- If you tween again, there is no need to 'Twist the Last Frame' again.
- If you do select 'Twist Last Frame' again, the last frame will simply un-Twist itself
- and return in a normal drawn state.
- The "Smooth Color" option button has a very important use. It can smoothly blend
- the colors between the two morphed pictures. The results are spectacular, but
- because of the color separation into RGB equivalents, find the best color match,
- remix and then remap the computation time is most elongated, *BUT*
- this version of Phantasmos is 2 to 4 times faster than the 1.01 version!!
- Also a new morphing option has been added, the "Grid On" button. When
- turned on, this will leave the current GRID setting that is being used
- under the Misc menu in affect. This allows you to create, well, it's
- hard to describe, but it looks like slime-mold movement!!
- An example, before you morph select under the Misc menu a GRID selection
- of Fine. Now morph (select the *TWEEN* menu item under the Frames menu)
- using the straightline motion. Cool.
- .pg
- The translation motion of the points in the picture/drawing can be
- accomplished in three ways. The points can move in linear motion, "Unison
- motion" and "Spasmatic motion". The latter two motions have an eccentricity
- gadget which can be used to specify the how "stretched" out the Unison curve
- or Spasm curve motion is to be.
- These must be seen with an example to show how the motions work.
-
-
- .nofill
- .header /Version 1.50/Phantasmos User's Manual/Misc/
- .pg
- Misc
- ------
- .fill
-
- A grid is a drawing option which allows you to draw lines at specific points
- and angles. This can usually ease your drawing. The font of the alphabet
- and the shapes listed in this menu were all drawn with a specific grid
- option on. Although, I flaunt to say that the alphabet could have been
- drawn much better.
-
- Here are some presetings of various grids.
-
- .center on
- OFF
- Extremely Fine
- Very Fine
- Fine
- Coarse
- Very Coarse
- .center off
-
-
- DEFINE - Drag out your own grid.
-
-
- SHAPES - A list of predefined shapes which can be placed in your current
- frame. Anytime you get a shape it becomes your (L)ast selection,
- which it can be manipulated by selecting an option under the
- points menu.
-
-
- .nofill
- .header /Version 1.50/Phantasmos User's Manual/Draw/
- .pg
- Draw
- -------
- .fill
-
-
- ERASE LAST POINT DRAWN - This erases the last line that you have drawn on
- the screen.
-
-
- START DRAWING AT NEW POINT - Allows you to start to draw at a new point that
- doesn't have a line connecting it to the
- previous point.
-
-
- BRAKE CONNECTED LINES - This brakes or snaps any lines enclosed in the
- rectangle that you drag out.
-
-
- CONNECT LINES - This reconnects broken lines or dots.
-
-
- CHANGE COLOR OF LINES - Changes color of lines/dots/polygons. In order to
- change the color of a polygon you must at least
- change the color of the starting point of the
- polygon. (Or you can make the polygon your (L)ast
- selection by selecting the menu option "polygon as
- last selection" and then select this menu option
- and press the "L" key.)
-
-
- CHANGE THICKNESS OF LINES - Changes the line-thickness of lines you
- select to the current line-thickness
-
-
- REDRAW FRAME - Redraws the entire frame.
-
-
- SCREEN AS LAST SELECTION - Makes the entire screen (including any
- dots/lines/polygons that are off the screen)
- as your last selection. Once it is your last
- selection, you can use the options
- under the Points menu to alter the entire
- screen or change the the color of
- the entire screen by simply selecting
- "Change Color of Lines" and press the "L" key.
-
-
- POLYGON AS LAST SELECTION - This makes any polygon
- (defined below) as your last selection,
- which then can be manipulated by the options in the Points menu.
- This is nice to select a polygon that could be buried by
- other bigger polygons in front of it. When you select this, simply drag out
- a rectangle to *completely* engulf the polygon you think may be under a
- mess of points/dots or other polygons. Phantasmos will ask you (by
- blinking the polygon) what polygon you want as your last selection. Press
- "Y"es at the one you want. Once that is done, it is now your (L)ast
- Selection. It can be moved out, enlarged or anything under the Points menu,
- and pressing the "L" key when asked for the option of using your
- (L)ast Selection.
-
-
- CREATE POLYGON WITH POINTS - This option allows you create a filled
- object by draging out a rectangle to
- engulf the connected lines which define the shape of the polygon.
- One of the best ways to create polygons is to *always* start at a
- newpoint (select "Start Drawing at New Point") and position to draw at
- a relative empty area of the screen (if there isn't any simply pan the
- frame in in a direction which will make an empty space, once your done
- pan the frame back on the screen and move the polygon anywhere you like).
- Now select this menu option and create your polygon.
-
-
- CREATE OUTLINED POLYGON - This menu option behaves like the one above it,
- but instead creates a polygon with a black
- outline. Sort of makes the polygon more "solid" and "separated" from any
- other polygon, also gives a cartoon affect.
-
-
- WIPE OUT POLYGONS - This option will erase any polygon. Simply drag out
- a rectangle to *completely* engulf the polygon(s). The
- program will ask you what polygon(s) you want erased. Notice, it doesn't
- actually erase it, but leaves behind it's skeleton. If you want to
- completely erase it, you'll have to make the polygon as your last selection
- then select "Erase" under the Points menu.
-
-
- CONVERT BITMAP PICTURE - This menu option will allow you to import
- part or all of an IFF-picture file into Phantasmos
- for morphing/tweening.
- You can either include or exclude the background color 0 (the empty
- part of the screen). It makes most sense not to include it (when
- you morph one image into another, you don't want part of the first
- image brake off and morph into empty screen, which is the background
- color 0.) , but for technical reasons, trying not to include
- the background takes up 10% more storage.
- If there aren't enough points in the frame to
- import part or all the picture, Phantasmos will start to average pixels
- of the picture, degrading the picture quality. One way to overcome this
- is to either import a smaller piece of the picture, or select the
- option to include the background color 0.
- Another way is to exit Phantasmos and run it at the shell/CLI with a
- starting points per frame. Phantasmos normally defaults to 91
- frames with 5,500 points per frame. If you don't have enough points
- per frame to store the picture, you will have to start Phantasmos at
- a lower frame count, but with more points. So in the Shell or CLI,
- CD to the directory containing Phantasmos (ie, "CD df0:") then type
- "Phantasmos 15000 30". This will start phantasmos with a maximum of
- 30 frames with 15,000 points per frame.
-
-
- OUTLINE BITMAP PICTURE - For future use and registered users.
- This will automatically trace a picture
- for you, saving you time and memory.
-
-
- .nofill
- .header /Version 1.50/Phantasmos User's Manual/Screen/
- .pg
- Screen
- --------
- .fill
-
- Most of the menu options under Screen are self-explanatory.
- Just remember, that the all screen options affect
- the entire screen/frame
- even points that are off the screen.
-
-
- Whenever you're selecting to enlarge,
- shrink or stretch the screen, you'll
- notice something like this appearing in window title, "Select scalar
- ( 4 Press 1=max to 9=min )". The default is always 4,
- but by pressing the
- keys 1 to 9 where 1 would cause
- the maximum (the biggest change) enlarge,
- shrink or contract and 9 would cause
- the minimum (the least change) enlarge
- shrink or stretch.
-
- .header /Version 1.50/Phantasmos User's Manual/Points/
- .pg
- .nofill
- Points
- --------
- .fill
-
- Again, most of the menu options under
- Points are self-explanatory, except for the new dynamic
- button. When this button is selected, the lines you have selected
- will be moved in realtime (or near realtime depending on your Amiga's
- speed and how many points you selected). The dynamic movement can be
- used to position your points on the screen exactly where you want them
- to be at. Even if you selected a piece of an object on a screen, it
- will still move dynamically with the lines still attached to it!!!
- An example would be if you where to hand-write your name on the screen.
- Now, select Move points with the dynamic button and only move one
- letter in your name around (or even a piece of a letter or pieces of
- other letters!!). Notice how the piece(s) is still connected as
- you move it around!! Neat! Huh?
- If you accidentally selected an option under this menu, simply press
- the Escape key (the key labeled
- Esc at the top-left hand-corner of the
- keyboard) to cancel.
-
- Most of the menu options under the points menu (and the draw menu)
- have the (L)ast Selection Option. This might need some explanation
- on how to really use this:
-
- .header /Version 1.50/Phantasmos User's Manual/Last Selection/
- .pg
- .nofill
- The mighty, powerful (L)ast Selection Option
- --------------------------------------------
- .fill
-
- Anytime you move, copy, shrink, rotate any set of points, they become
- your Last Selection. That means, you can now select any option under
- the points menu (and under the Draw menu) and by simply pressing the "L"
- key or selecting the "Last Selection" button when it
- appears on screen, Phantasmos will know exactly what points
- you want moved or rotated or perform
- any other option. This is time saving and comes in handy when you move
- some points into a section containing a whole mess of points and polygons.
- Clearly, you can not re-select these points because that have become mix in
- with the other points and you want to perform another operation on them.
- Say, perhaps shearing the points, just select shear under the Points
- menu, you will be given the option of either selecting a bunch of new
- points by dragging out a rectangle or simply by pressing the "L" key and
- the previous points that you selected will be the only points sheared.
- Another example, suppose you rotated some points. You may have accidentally
- rotated the points off the screen and out of reach, no problem, simply
- select Move under the Points menu and tap the "L" key, now move the rotated
- points back on the screen, nice and neat.
-
-
- .header /Version 1.50/Phantasmos User's Manual/Future Changes/
- .pg
- .nofill
- F U T U R E C H A N G E S . . .
- .fill
-
- Phantasmos is still not done, here are a few changes I might be adding:
-
-
- 1. The capability to import (and naturally morph/tween words of any
- combination of font style/size/color/filled-unfilled/thick-to-thin-line without
- any disintergration/smearing/spluttering effects found in in all the other
- commercial morphing programs) Commodore outline fonts instead of using my
- hand-drawn fonts.
-
- 2. To directly save ANIM files instead of outputting a series of IFF pictures
- then using MAKEANIM.
-
- 3. Built in outlining capability.
-
- 4. Dynamic reducing/enlarging/stretching/contracting.
-
- 5. A Tools-window like Deluxe-Paint IV
-
- 6. 256-color support. Actually this is already built in, it's just
- a matter of waiting for Commodore to release those chips, and then
- it's changing a variable and adding a 256-color gadget.
- This should also work with HAME, but I don't have that product.
-
-
-