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Older topics Here you can access all topics posted from May 12th 2005 to Apr 9th 2006 (In read only mode). |
1126 | 15694 | 9 Apr, 2006, 11:06 In: [GAME]Learn how to count to...By: DJ Omnimaga |
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| billthecat |
Posted: 2 Nov, 2007, 21:38
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![]() Member Group: Members Posts: 19 Member No.: 3500 Joined: 19 Oct, 2007 |
really easy sprite map maker for xlib. you put the sprites on a map, and it makes the matrix for you. supports multiple pic files (and all 256 pics) on one map. supports 8x8 and 16x16 sizes. i believe its already finished. you can email me at billthecat21@hotmail.com if you wanna have it, im not going to bother uploading it to any site. most of all, its easy
-------------------- -billthecat
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| DJ Omnimaga |
Posted: 2 Nov, 2007, 22:16
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
well i can always add it to this site when I get some time if you want. But I don't understand how you can get all 256 pics support on one map, because if i remember xLIB didn't grabbed sprites further than 3 pics away, for example if the main pic used for the map was 1 you could grab sprites from pic 2 and 3 but not the others
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| billthecat |
Posted: 3 Nov, 2007, 8:31
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![]() Member Group: Members Posts: 19 Member No.: 3500 Joined: 19 Oct, 2007 |
thats not what i meant i just meant you can access any of the 256 pics, but not on one map -------------------- -billthecat
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| DJ Omnimaga |
Posted: 3 Nov, 2007, 8:51
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
ah ok I see you edited your post now (it was saying 256 pics on one map)
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| billthecat |
Posted: 3 Nov, 2007, 9:29
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![]() Member Group: Members Posts: 19 Member No.: 3500 Joined: 19 Oct, 2007 |
this is what it looks like
first you have your sprite sheet ![]() you paste the sprites onto your map ![]() and you have your completed matrix! -------------------- -billthecat
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| nitacku |
Posted: 3 Nov, 2007, 10:55
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![]() Ultimate Member Group: Coders Of Tomorrow Posts: 139 Member No.: 132 Joined: 15 Aug, 2006 |
It only supports up to 256 sprites. Since pictures can hold 96 sprites each, 256/96 = 2.666667 or in other words 2/3 of the third picture. Now if you are working with 16x16 sprites, each picture can hold 24 sprites. Therefore 256/24 = 10.666667 meaning up to 2/3 of the eleventh picture. -------------------- |
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| DJ Omnimaga |
Posted: 3 Nov, 2007, 20:06
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
nice billithecat, does it supports 8x8 sprites too?
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| billthecat |
Posted: 4 Nov, 2007, 10:31
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![]() Member Group: Members Posts: 19 Member No.: 3500 Joined: 19 Oct, 2007 |
ya it does, and now it has a collision detection generator that lets you box in the collision surfaces. it puts them in a string so you can just do if not(expr(str1:then:collision logic....
i have two questions.. does the length of the string affect the time it takes to expr( the string? and does if .. and .. take less time than if ... :then if ... -------------------- -billthecat
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| Halifax |
Posted: 4 Nov, 2007, 13:28
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![]() Game and Utility programmer Group: Coders Of Tomorrow Posts: 1345 Member No.: 104 Joined: 10 Jul, 2006 |
You realize you can always time these things yourself.
I don't think anyone would really know, off the hand. -------------------- MapEd: 50%
ListCompress: 100% CutSEd: 0% |
| billthecat |
Posted: 4 Nov, 2007, 14:22
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![]() Member Group: Members Posts: 19 Member No.: 3500 Joined: 19 Oct, 2007 |
ok here is the collision mapper
![]() and here is your collision detector string! ![]() all you have to do is in your keypress loop put x->e:y->f:if not(expr(str1:then:x+d->x (d is number of px to move) and if there is a collision, your character will not move, otherwise, he'll move! very easy to use. -------------------- -billthecat
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