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lembi2001



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17th May, 2008 at 14:15:42 -

Does anyone have any idea how to use this properly. i can only get one tile to display in MMF2. any advice or a step by step would be great!

 
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lembi2001



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18th May, 2008 at 06:29:08 -

I hate to bump my own thread but i am desperate for some help with this.

What i have done so far:
Opened up my Spritesheet in Fusion Spritesheet Exporter
Exported the resultant spritesheet into png format
Opened MMF2 and created a new background
Imported the PNG file
Checked box mode and used the colour between the outlines as the transparent one
Clicked OK and only the first sprite is imported.

Is this correct?

Can this program be used for backgrounds or is it only for actives? If it is only for actives does anyone have any idea how I can use spritesheets for backgrounds? I am lazy so would prefer an automated method if possible

 
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Fifth

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18th May, 2008 at 10:07:26 -

Personally, I have no idea what you're talking about. I've never heard of this object. It uses tilesets...? Can you provide a link?

There's another way to use tilesets for backgrounds and sprite animations and whatnot, but it uses the Text Blitter object and is certainly not a lazy method.

 
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lembi2001



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18th May, 2008 at 10:23:09 -

The title of this thread is wrong sorry. it should be Fusion Spritesheet Exporter. It can be found here:

http://complex.ovh.org/?p=products

Unfortunately there is no help file or anything like that. If anyone can figure it out i will be grateful. How do you do this using text blitter?

 
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LIJI

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18th May, 2008 at 13:01:19 -

Import the image to an active object in Box Mode

 
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lembi2001



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18th May, 2008 at 13:43:51 -

is it only usable for active objects?? I could really do with a method for creating multiple tiles at once.

 
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Fifth

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18th May, 2008 at 14:07:02 -

Mm, the Text Blitter could work for that. But it's a rather complex process.

The theory is that a normal Text Blitter will take the character data from its image and blit the letters to the screen in a nice, uniform grid shape. If you replace this font image with an image of tiles, it will instead blit tiles to the screen in a nice, uniform grid shape.

The complexity comes from the fact that you will need to create a way for this tile data to be stored in such a manner that the Text Blitter(s) will display it appropriately, finding the appropriate tile data to display and covering the screen where need be.

Additionally, as the Text Blitter cannot detect for fine collisions (part of what makes this method run so fast), you'll need a way to compare all of the objects in your game against the level's data directly. Which, if you can get it running smoothly, is actually a really efficient way of doing things.

And, of course, you'll need to make a sort of editor to build your levels, as there'd be no other way to interact with your data files.


But, if you can manage to pull it off, it's a really rewarding thing to do.

 
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LIJI

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18th May, 2008 at 14:37:33 -


Originally Posted by Leighton James
is it only usable for active objects?? I could really do with a method for creating multiple tiles at once.


The point of this program is to convert a "Classic" spritesheet to MMF Active Object Sprite Sheet.
Text Blitter uses "Classic" spritesheets, so this program is not needed when you need to use Text Blitter.

 
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lembi2001



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18th May, 2008 at 15:17:31 -

Thanks for the help and i have finally decided on using text blitter as i have managed to adapt my tilesheet to build my level using external files.

 
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