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Extra animation frames
#1
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.
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#2
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?
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#3
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)?
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#4
I would store the animation in a 128x32 graphics file then just call the animation to the corresponding set tile.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply


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