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Message
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Windybeard Games
Registered 14/04/2005
Points 219
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8th December, 2006 at 20:41:47 -
ok i know this is gonna be really easy to answer but please dont take the piss.
Im making an rpg using tiles. i want to have water tiles that are animated and i dont want to use hundreds of actives, what is the best thing to do?
n/a
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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8th December, 2006 at 20:45:45 -
Well the best solution would be have the entire screen filled with active tiles that are loaded from an array based on your location to give the illusion of scrolling, but otherwise, you need to take advantage of some of MMF's extensions
I believe you can do an animated backdrop, although the *best* way would involve using the overlay object to draw water effects in those areas, whenever they are onscreen.
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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8th December, 2006 at 20:52:19 -
Although I use TGF exclusively, and found that I can easily get away using 32x32 or 64x64 water tiles, and not overload the 256 active object limit. You just need to decide if you're using enough *water* to justify messing around with extra extensions.
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Fifth Quadruped
Registered 07/05/2003
Points 5818
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8th December, 2006 at 20:55:56 -
Text Blitter!
'Course, then it no longer becomes an easy solution, but it IS the best way I can think of.
You see, you have a Text Blitter object display the tiles of your level, but you replace the letters with the tile graphics. So instead of PQR it'd display forest, land, water, or something of the like. Thus, your Text Blitter becomes a Tile Blitter!
Then to animate it, you have a series of events that change the Text Blitter's character map. You could have a series of tiles assigned to, say, LMNO, and then use a counter to cycle which charcter points to which tile (LMNO, MNOL, NOLM, OLMN) and they'd animate.
That's just a very quick explanation, though. But the theory behind it is perfectly sound.
Go Moon!
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Windybeard Games
Registered 14/04/2005
Points 219
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8th December, 2006 at 21:21:46 -
thx. The text blitter object is too much for me, and i wasnt really thinking of making a lvl editor (im not good at coding) but if i keep it down to under say 400 actives per screen i should be ok?
n/a
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Fifth Quadruped
Registered 07/05/2003
Points 5818
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8th December, 2006 at 21:38:15 -
Well...
You could leave all parts that are water uncovered by backdrops, and instead have a few tiled Background System Boxes (one for every frame of animation) that alternate being visible (to animate) and scroll in such a way as to always be covering the screen.
Does that sound more feasible? I tried it out and it seems to work if you'd like to have an example file (though it might need some tweaking).
Go Moon!
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Windybeard Games
Registered 14/04/2005
Points 219
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8th December, 2006 at 22:04:14 -
yeah an exaple would be great thx
n/a
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Fifth Quadruped
Registered 07/05/2003
Points 5818
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8th December, 2006 at 22:15:55 -
Here y'go:
www.geocities.com/f2fth/water-anim.zip
I hope MMF 1.5 is okay.
It's not commented but it should be pretty self-explanitory: three tiled Background System Boxes positioned behind the level's backdrops. The counter determines which ones're visible, to make it look like they animate.
Hold the left mouse button to scroll around.
Go Moon!
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Windybeard Games
Registered 14/04/2005
Points 219
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9th December, 2006 at 11:11:55 -
thx thats great, should help lower my actives.
n/a
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