Home | News | Downloads | Projects | Articles | Awards | Forums | Chat | Guestbook | About | Arcade
DealsFor.me - The best sales, coupons, and discounts for you



Forum Topics Replies Last Post Info
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: Last Post[GAME]Learn how to count to...
By: DJ Omnimaga
 

  post

 sprite map maker
billthecat
Posted: 2 Nov, 2007, 21:38


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
Top
DJ Omnimaga
Posted: 2 Nov, 2007, 22:16


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


--------------------
user posted image
Join us on IRC on #omnimaga at irc://unitedti.org!
user posted image
Top
billthecat
Posted: 3 Nov, 2007, 8:31


Member


Group: Members
Posts: 19
Member No.: 3500
Joined: 19 Oct, 2007



QUOTE (DJ Omnimaga @ 2 Nov, 2007, 22:16)
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

thats not what i meant i just meant you can access any of the 256 pics, but not on one map tripaf.gif tripaf.gif tripaf.gif


--------------------
-billthecat
Top
DJ Omnimaga
Posted: 3 Nov, 2007, 8:51


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) dry.gif thanks for claryfying up tongue.gif


--------------------
user posted image
Join us on IRC on #omnimaga at irc://unitedti.org!
user posted image
Top
billthecat
Posted: 3 Nov, 2007, 9:29


Member


Group: Members
Posts: 19
Member No.: 3500
Joined: 19 Oct, 2007



this is what it looks like

first you have your sprite sheet
user posted image

you paste the sprites onto your map
user posted image

and you have your completed matrix!
user posted image


--------------------
-billthecat
Top
nitacku
Posted: 3 Nov, 2007, 10:55


Ultimate Member


Group: Coders Of Tomorrow
Posts: 139
Member No.: 132
Joined: 15 Aug, 2006



QUOTE (DJ Omnimaga @ 2 Nov, 2007, 22:16)
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

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.


--------------------
Top
DJ Omnimaga
Posted: 3 Nov, 2007, 20:06


Ragol666


Group: Founder
Posts: 11283
Member No.: 1
Joined: 9 Apr, 2006



nice billithecat, does it supports 8x8 sprites too?


--------------------
user posted image
Join us on IRC on #omnimaga at irc://unitedti.org!
user posted image
Top
billthecat
Posted: 4 Nov, 2007, 10:31


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
Top
Halifax
Posted: 4 Nov, 2007, 13:28


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. wink.gif
I don't think anyone would really know, off the hand.


--------------------
MapEd: 50%
ListCompress: 100%
CutSEd: 0%
Top
billthecat
Posted: 4 Nov, 2007, 14:22


Member


Group: Members
Posts: 19
Member No.: 3500
Joined: 19 Oct, 2007



ok here is the collision mapper
user posted image

and here is your collision detector string!
user posted image

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
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
zIFBoards - Free Forum Hosting
Create a free forum in seconds.
Learn More · Sign-up for Free

Topic Options post





TI-Freakware's TI Ring
TI-Freakware's TI Ring
[ Join Now | Ring Hub | Random | << Prev | Next >> ]

Hosted for free by zIFBoards* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.1220 seconds | Archive

Skin by xlibman and Jc
All programs and games are property of their respective owners.