Technetium
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How about if we could instead specify a string (similar to a movescript) that would define the animation. For example, something like "T34W20T62W20T50W100B" would mean the animation starts with Tile 34, waits 20 timer clicks, changes to tile 62, waits 20 timer clicks, changes to tile 50, waits 100 timer clicks, and final repeats the process. This would really help those of us that are trying to simulate 32x32 tiles, as current tile animations all have to have the tiles in order in the VSP, and when I import a block of 32x32 tiles, they get cut up in a way that makes it so I can't animate them properly (I can get around this by cut and pasting every 16x16 piece in individually, but it's a pain in the neck). This would also allow different amounts of time between each frame of the animation, rather than importing multiple copies of tiles into the VSP to simulate that. Plus, something like this could easily be read/write accessible in VC, so you could even create new animations or change existing ones within the game.
Posted on 2004-08-01 17:08:47
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Omni
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Perhaps exposing the entire map engine to VC isn't feasible, but I agree that assigning animated map tiles could use a change. From startpos tile to endpos tile is fine, but it might be convenient to use a list of tiles to animate through.
Honestly, I can rearrange my tiles to achieve the needed animation if I ever have this problem, but it sure would be convenient if you could just assign whatever tiles in whatever order you needed from the VSP.
Posted on 2004-08-01 18:11:38
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Zip
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Another option with the new build is simply overwriting specific tile image data with whatever you want, whenever you want. Obviously this would be less practical for an animation you want running for the duration of the map, but for specific stuff, it could be quite effective.
Zip
Posted on 2004-08-02 19:09:23
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