Map Tile Animation
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- The Wobbler
- A Scrambled Egg
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Map Tile Animation
What's the cleanest, easiest way to do tile animation with more than five tiles/frames? Developer dudes, any chance of expanding the basic tile animation functions?
Re: Map Tile Animation
If you dedicate an entire tileset, you can cycle through the whole tileset with just a "right 1, wait 1" animation. Super Penguin Chef does this in the Chickendome dungeon for the green scanline in the background, and Timpoline does it in the EX levels for the "tortured souls" background.The Wobbler wrote:What's the cleanest, easiest way to do tile animation with more than five tiles/frames? Developer dudes, any chance of expanding the basic tile animation functions?
It's a problem if your animation frames aren't a factor of 128, since you'll need to stutter a couple of frames to get it to align, but it's not that big a problem.
- The Wobbler
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Re: Map Tile Animation
Wow, I didn't think anyone would actually do that. Note that this onyl works if you use up all the slots in the pattern so that there's no "end of animation" command (which resets the offset)Mogri wrote:If you dedicate an entire tileset, you can cycle through the whole tileset with just a "right 1, wait 1" animation. Super Penguin Chef does this in the Chickendome dungeon for the green scanline in the background, and Timpoline does it in the EX levels for the "tortured souls" background.
There's another way: you can script your own animation patterns using set tile animation offset. For example if you want an 8 tile long animation for pattern 0 for the tileset for layer 2, you could write
Code: Select all
while (true) do (
for (i, 0, 7) do (
if (current map <> map: whichever map) then (exit script)
set tile animation offset(0, i, 2)
wait(1)
)
)
Last edited by TMC on Wed Jan 28, 2015 11:59 am, edited 1 time in total.