Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Seamless Scrolling Maps & Paperdolling.
#26
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:

For a = 0 To 7

The a is highlighted.

and:

ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)

Array already dimensioned?

Firstly I would
Code:
Dim a as Long
maybe even a byte if it didn't cause any problems, your only using numbers in the SMaps array.

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. :|
Reply
#27
Ambientiger Wrote:
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:

For a = 0 To 7

The a is highlighted.

and:

ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)

Array already dimensioned?

Firstly I would
Code:
Dim a as Long
maybe even a byte if it didn't cause any problems, your only using numbers in the SMaps array.

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. :|

He was putting that in the wrong sub. But it don't matter anymore, he quit the project.
Reply
#28
No, I helped him fix that. He ended up with an RTE 9 that didn't make sense.
Reply
#29
RTE9: Subscript out of Range:

Highlights Fringe = SMaps(MapNum).Tile(RealX, RealY).Fringe
in Sub BltFringeTile
Reply
#30
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..
Reply
#31
That's how it has to be..

Code:
' Blit out tile layer fringe
        For Y = -1 To MAX_MAPY + 1
            For X = -1 To MAX_MAPX + 1
                Call BltFringeTile(X, Y, MapXOffset, MapYOffset)
            Next X
        Next Y

Same with blttile..

Code:
' Blit out tiles layers ground/anim1/anim2
        For Y = -1 To MAX_MAPY + 1
            For X = -1 To MAX_MAPX + 1
                Call BltTile(X, Y, MapXOffset, MapYOffset)
            Next X
        Next Y

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. :\
Reply
#32
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.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)