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Seamless Scrolling Maps & Paperdolling. - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17) +---- Thread: Seamless Scrolling Maps & Paperdolling. (/showthread.php?tid=1237) Pages:
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Re: Seamless Scrolling Maps & Paperdolling. - Ambientiger - 04-09-2007 Fox Wrote:I think this is slightly more advanced than beginner lol. I think I'd agree, if this is the first time you've worked on an MS project you've set yourself a pretty mean goal. JohnY Wrote:Variable not defined: Firstly I would Code: Dim a as Long Also, I think Perfekt was being a little cryptic in his help about checking for where the SMap was first dimmed or Redimmed, but not without good reason. The 'Array already defined' bit refers to the .Tile(etc) part of the statement, this is one of the parts of the SMaps TypeRec defined in modTypes and is probably Dimmed as a Public value in another module. If you understood even anything in the sentence above, you may be part way to fixing the problems in your seamless mapping, if not, delve into a few books on programming. :| Re: Seamless Scrolling Maps & Paperdolling. - Matt - 05-09-2007 Ambientiger Wrote:Fox Wrote:I think this is slightly more advanced than beginner lol. He was putting that in the wrong sub. But it don't matter anymore, he quit the project. Re: Seamless Scrolling Maps & Paperdolling. - Matt - 05-09-2007 No, I helped him fix that. He ended up with an RTE 9 that didn't make sense. Re: Seamless Scrolling Maps & Paperdolling. - JohnY - 05-09-2007 RTE9: Subscript out of Range: Highlights Fringe = SMaps(MapNum).Tile(RealX, RealY).Fringe in Sub BltFringeTile Re: Seamless Scrolling Maps & Paperdolling. - William - 05-09-2007 I dont know if this helps or anything. But in the code tut you sent me Johny, you started your fringe loop with -1 to max_mapy +1 or something like that.. Re: Seamless Scrolling Maps & Paperdolling. - Matt - 05-09-2007 That's how it has to be.. Code: ' Blit out tile layer fringe Same with blttile.. Code: ' Blit out tiles layers ground/anim1/anim2 I see where you thought it could be wrong though Will. I'm not sure what the problem could be, I tried and tried to fix it, and couldn't. :\ Re: Seamless Scrolling Maps & Paperdolling. - JohnY - 06-09-2007 ffs, I fixed it. and I don't remember how. atleast I saved it and it works now! 1 more question. When I walk down on a map, it blits the tiles in the line above them for a sec. as if the char jumps up when he goes to the next map. |