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Extra animation frames - Printable Version +- Mirage Engine (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: Extra animation frames (/showthread.php?tid=1681) |
Extra animation frames - seraphelic - 15-04-2008 Well I added 4 animation frames and replaced Map.Tile.Anim with Anim1, Anim2, Anim3, and Anim4. Now that I think about it, I remember someone saying not to add alot of crap to recs, so I was wondering (since map animations wont be needed alot; just used for waterfalls etc) if it would be better to create animation binary files to store the four frames and use .Anim to find the file. Idk, anyone have a better ideas? I'm really trying to add things as clean as possible. Re: Extra animation frames - Robin - 15-04-2008 That's gonna add about 14400 bytes of data to your map files and add a ton of blting lag. What are you trying to accomplish? Re: Extra animation frames - seraphelic - 15-04-2008 4 frames of animation, not just 1. The only alternative I can think of to using Anim1,2,3,4 would be to create a new set of files, anim1.bin etc. to hold the animated tile info. WWRD? (what would robin do)? Re: Extra animation frames - Robin - 15-04-2008 I would store the animation in a 128x32 graphics file then just call the animation to the corresponding set tile. |