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Animated Parallax Stages


Mr. KOtik

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I only know of the idea, I've never coded it before.

you have all frames of the animation on seperate parallax codes.

 

so say first frame is

[bG First Frame]
type  = Parallax
spriteno = 0,0

id = 10
start = 0, 110
delta = 1, 1
mask = 1
width = 512,2048
tile = 1,0
tilespacing = 0,0
yscalestart = 275

 

the second frame is

[bG Second Frame]
type  = Parallax
spriteno = 0,1

id = 11
start = 0, 110
delta = 1, 1
mask = 1
width = 512,2048
tile = 1,0
tilespacing = 0,0
yscalestart = 275

 

and 3rd frame is

[bG Third Frame]
type  = Parallax
spriteno = 0,2

id = 12
start = 0, 110
delta = 1, 1
mask = 1
width = 512,2048
tile = 1,0
tilespacing = 0,0
yscalestart = 275

 

as you can see all 3 codes are the exact same , except for the spriteno, and id.

 

now using a bgctrldef (THIS PART I AM NOT FULLY CLEAR ON, AS I HAVE NOT USED THIS BEFORE BUT YOU DO NEED THIS TO MAKE IT WORK.)

[BGCtrlDef Parallax Floor]
looptime = 500 ; Put a loop time, before it loops the entire bgctrl all over.
ctrlID = 10,11,12 ; the id's that will be controlled.

[BGCtrl 1]
type = enabled ; This turns it invisible and stops animation. Visible is also workable here i just used this for example.
time = 10,30,40 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 0 ;0 means disable

[BGCtrl 1]
type = enabled
time = 30,40,70 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 1 ;1 means disable

[BGCtrl 2]
type = enabled
time = 20,40,70 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 0 ;0 means disable

[BGCtrl 2]
type = enabled
time = 40,50,90 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 1 ;1 means disable

[BGCtrl 3]
type = enabled
time = 50,60,110 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 0 ;0 means disable

[BGCtrl 3]
type = enabled
time = 60,70,130 ;START_TIME, END_TIME, LOOPTIME
ctrlID = 10
value = 1 ;1 means disable

Of course I've never done this before. But the GENERAL IDEA.

Is to put all animation layers on top of each other with the same code, and using bgctrl to disable them on and off, in order to make it look animated.

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I coded it before but... for 1.1 dont know for below that.

Ex:

[bG clock]

type = Parallax

actionno = 60

start = 0, 360

delta = 1, 1

mask = 1

width = 218,218

yscalestart = 325

Basically add actionno

U can not use xscale, use width.

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animated parallax's work in 1.1?

i havent tested.

 

Yeppers isn't that a new thing added to the 1.1? 

Now for a better example 

 

7n0e.png

the 2 gears or cogs on the floor are rotating at the same time parallax'ed 

Ex 2: ; this is the wheel  http://prntscr.com/3blwkc

[bG Gear]
type  = parallax
start = 0, 510
delta = 2, .85
width = 300,300
yscalestart = 600
yscaledelta = .6
mask = 1
actionno = 100
 
[begin Action 100]
100,0, 0,81, 655, , , 1,1, 0
Interpolate Angle 
100,0, 0,81, 1, , , 1,1, -359.
 
but remember :)
 

I coded it before but... for 1.1 dont know for below that.

Ex:

[bG clock]

type = Parallax

actionno = 60

start = 0, 360

delta = 1, 1

mask = 1

width = 218,218

yscalestart = 325

Basically add actionno

U can not use xscale, use width.

 
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@ Dartzpie: I unfortunately need to use xscale, but thank you for letting me know about your method. It will come very useful when I decide to make a 1.1 stage with width style parallax.

 

@ Ryon: Thank you for clearing it up. I now have a much better idea of how I can achieve this.  I will get around to using it later because now I realize what a pain it's going to be to code the timing correctly.

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