Kildorf's Maptrick Hattrick
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mcgrue

That's right, Kildorf's completed a Trifecta of verge-map shenanegans. Here's his most recent hackery: to provide a way to keep regular camera scrolling when you're squared up against the edge of a map!



It can blit a solid color, a wrapped image, or nothing and show the actual maprendering behind the trick. That last one probably is of little use, but hey... it's neat to look at in the demo!

Grab it here

Posted on 2005-06-09 16:50:54

CrazyAznGamer

...It doesn't work?
Anyways, the code seems fine....
Error Message: 'CHR::render(), frame requested is undefined (-1769984510 of 35)'
???

Anyways, I get the feeling it has something to do with line 74 of the system.vc.

Posted on 2005-06-09 19:56:55 (last edited on 2005-06-09 20:00:02)

mcgrue

That's odd. Ran for me...

Posted on 2005-06-09 20:01:21

Kildorf

Sorry, yes. It's actually a bug in a completely irrelevant part of the demo. I have a fix for it, as soon as I can figure out if I can upload a new version to the file section.

If you want to fix it yourself, change hardTrans() in smoothtrans.vc to be like:
void hardTrans(string m, int x, int y) {
callFunction(__PRETRANSFUNC);

_sw_x = x*16;
_sw_y = y*16;
_sw_f = 0; // this is the fixed part here
_SMOOTHTRANS = 0;


map(m);
}

Posted on 2005-06-09 20:06:56 (last edited on 2005-06-09 20:07:23)

Kildorf

Okay, thanks to Grue, the copy in the file section is the right one. No thanks to me and my incompetence. -_- Sorry about this.

Posted on 2005-06-09 20:23:11

Technetium

I am quite sure there is a way to combine this with your map-wrapping code to produce wrappable maps that don't require a buffer zone.

Posted on 2005-06-12 16:20:37

Kildorf

Yes, Technetium, that is the eventual idea, I think. I've also been wracking my brain for some way to display other maps in the formerly off-screen area, so that I can make seamless transitions without buffer space too.

We shall see.

Posted on 2005-06-12 17:18:58


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