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?
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.
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.
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.
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/
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.
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.
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.
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.
There are 10 types of people in the world: Those who understand binary and those who don't.