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#1 |
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Medium Mortal
Join Date: Oct 2005
Posts: 18
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Is there any easy way to have it so when a certian special is activated that a row of different tiles basically animates one frame?
So I want to have all the tiles in a row(which are different tiles images) all have an increase by one in tile image except the highest ones which would loop back to the lowest image. |
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#2 |
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Nailed It!
Join Date: Mar 2004
Location: Gone forever
Posts: 4,101
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Just make an animated tile loop and then load the row on the screen with the 1st tile, the 2nd tile, the 3rd tile, etc.
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#3 |
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Lynch: Drgamer
Join Date: Jun 2004
Posts: 1,533
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So is it one tile = one animation
(Only one tile animation, and not spreading to other tiles?) Well, if you're trying to do something that's very long and includes alot of tiles, you'd be wasting tiles... However if it's one tile and only a few more 'slides' then check the tile editor; normaly I'd sugest: http://www.geocities.com/betsche/builderindex.html but it seems that the 'animations' link doesn't go to anything anymore |
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#4 |
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Medium Mortal
Join Date: Oct 2005
Posts: 18
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I'll try and make my self more clear.
My problem is mostly with the specials. I want to have a row of tiles in the level change like the would if they were animated but only one frame/tile image. An example: Lets say I have a row of tiles with the ice/ cracked ice images. Hypothetically I might want them all to become more cracked in appearance(and the fully broken one freeze up) when I step on a specific spot. |
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#5 |
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Nailed It!
Join Date: Mar 2004
Location: Gone forever
Posts: 4,101
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How many tiles are in your row?
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#6 |
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Medium Mortal
Join Date: Oct 2005
Posts: 18
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4-9
I'd like to have quite a few but I have a feeling that more than 4 or 5 would make things start to get difficult. |
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#7 |
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Nailed It!
Join Date: Mar 2004
Location: Gone forever
Posts: 4,101
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If it's that few, you shouldn't have too much trouble or use up too many specials with this method. I will use the tiles at locations 12,7-15,7 and the 1st tile in the animation as #60 as an example and you can tweek it according to your needs:
(I only am including the effects) Set Variable V0 to 12T7-59%4+60 Tile Variable Single Tile at 12,7 to V0 Set Variable V0 to 13T7-59%4+60 Tile Variable Single Tile at 13,7 to V0 and in another special which chains off the first: Set Variable V0 to 14T7-59%4+60 Tile Variable Single Tile at 14,7 to V0 Set Variable V0 to 15T7-59%4+60 Tile Variable Single Tile at 15,7 to V0 This code will handle both incrementing the tile and cycling back to the beginning. You can handle 2 tiles per special. For more than 4 tiles add more specials that chain off of the first. Adjust the 59s and 60s accordingly, if the first animation tile is not at position 60 in the tile file, adjust the 4s if there are more than 4 tiles in the animation, and adjust the xTy's to be the actual addresses of the files involved. |
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#8 |
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Evil, random-voting vegetable
Join Date: Mar 2005
Location: Down at the shore where there's no-one vacationing.
Posts: 4,690
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Hold on... if you've got the space why don't you NOT make them animate and use copy map?
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#9 |
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Nailed It!
Join Date: Mar 2004
Location: Gone forever
Posts: 4,101
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Because if they animate they would animate all the time and that isn't what he wanted.
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#10 |
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Evil, random-voting vegetable
Join Date: Mar 2005
Location: Down at the shore where there's no-one vacationing.
Posts: 4,690
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What I mean is have them not animate and have the sequence stored off-map and copy it into visibilty when needed.
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#11 |
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Medium Mortal
Join Date: Oct 2005
Posts: 18
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Hammered explained it the way I was thinking and I'm going to use that for now. Once I release the first version of my world you can see if whatever way you are thinking would work better.
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