Mr. KOtik Posted April 19, 2014 Posted April 19, 2014 I know by normal means it is not possible and I read and tried to undertand Caddie said about it, but can someone explain how animation on parallax sprites can be done?
0 Ryon Posted April 19, 2014 Posted April 19, 2014 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 = Parallaxspriteno = 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 = Parallaxspriteno = 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 = Parallaxspriteno = 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. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 DartzPie Posted April 19, 2014 Posted April 19, 2014 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. "Your so Naive-"
0 Ryon Posted April 19, 2014 Posted April 19, 2014 animated parallax's work in 1.1? i havent tested. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 DartzPie Posted April 19, 2014 Posted April 19, 2014 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 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. "Your so Naive-"
0 LightFlare_Da_Realest Posted April 19, 2014 Posted April 19, 2014 Interesting. I asked this same question here. I studied Caddie's Anakuras Stage. Do your best to become stronger. Become stronger, so you can do your best
0 Mr. KOtik Posted April 21, 2014 Author Posted April 21, 2014 @ 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.
Question
Mr. KOtik
I know by normal means it is not possible and I read and tried to undertand Caddie said about it, but can someone explain how animation on parallax sprites can be done?
6 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now