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GameDragon



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14th August, 2011 at 3:58:19 PM -

I'm working on a level editor, and I was wondering what was the most efficient and least resourceful way to do animated tiles/backdrops under HWA?

I've been trying to figure this out of awhile now, but so far nothing works correctly under HWA.

 
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Chris Burrows



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14th August, 2011 at 4:34:56 PM -

Are we talking a one off active? Or are we talking something like an ocean, made up of 10000000 actives?

HWA is bad ass, it can handle most things. Just use actives. Put them on a different layer if you need to, so all your other actives are in front.

 
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GameDragon



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14th August, 2011 at 5:01:51 PM -

I see, I'll try that then. I was already getting massive slowdowns in my game, I was afraid of throwing in a million active tiles.

Okay, but how would I go about making a tile out of this? I can import the entire tile sheet into an active through events, but how do I get a 16x16 tile out of that?

Edited by GameDragon

 
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-UrbanMonk-

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15th August, 2011 at 6:17:31 AM -


Originally Posted by GameDragon
Okay, but how would I go about making a tile out of this? I can import the entire tile sheet into an active through events, but how do I get a 16x16 tile out of that?



You're going to have to rephrase that question a bit, I'm having trouble determining exactly what you're asking.

 
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GameDragon



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15th August, 2011 at 3:53:34 PM -

I apologize. I'm using a tile sheets in my level editor using the Active Picture object. The tile sheet in question is this one here.

Image

This is just a single image. How would I go about importing just a single tile from this image into an active object at runtime? If I were to just use Load Frame action, that would import the entire sheet.

 
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-UrbanMonk-

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15th August, 2011 at 9:00:37 PM -

For static tiles you should use the active picture object, it has an action called "add as background" that allows you to paste a single tile from a sheet into the background.

For animation use the Animated Picture object, which allows you to animated through an sprite sheet.
http://www.phizix.tk/

 
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GameDragon



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16th August, 2011 at 3:33:37 AM -


Originally Posted by . : UrbanMonk : .
For static tiles you should use the active picture object, it has an action called "add as background" that allows you to paste a single tile from a sheet into the background.

For animation use the Animated Picture object, which allows you to animated through an sprite sheet.
http://www.phizix.tk/

I've been using the Active Picture object for static tiles, and that works great. But does the Animated Picture object allow me select a single tile as well? I'm not familiar with this object and I've yet to see a way to do that.

 
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-UrbanMonk-

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16th August, 2011 at 7:00:17 AM -

Yes it allows you to select a single tile.

It does have the limitation that tiles to be animated have to be next to one another, you can't just animate through arbitrarily placed tiles using the built-in animate method.
So for this I suggest you create separate sprite sheets for each animated tile.

 
http://www.soapcow.com <- Flash games, featuring MMF made games!
http://www.jsoftgames.com <- Old blog I don't keep up anymore

GameDragon



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16th August, 2011 at 4:27:35 PM -

I see. I was hoping I didn't have to make separate sheets for each tile, but I guess I don't have a choice. Thank you for all the help. I will see what I can do.

 
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Rob Westbrook



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16th August, 2011 at 6:20:03 PM -

Could you not do something like allocate space for the animated tiles in the beginning of your tileset? Like save the first four cells in the first row to be the sea animation. Then get the animated pictures objects use those four tiles? I can't remember how the animated picture object works off the top of my head.

 
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