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PostPosted: Thu 14 Jul, 2005 1:09 pm 
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Sir Posts-A-Lot

Joined: Wed 26 Jan, 2005 5:51 pm
Posts: 230
Location: on cloud 9
that would be great (the tutorial) :D
I sorta Know how the tilemaps work but what I dont know is how to link one tilemap to another :(

Code:
     ------------    -----------------
     [tilemap 1 ]    [tilemap 2      ]
     [          ]    [               ]
     [          ]    [               ]
     [          ]    [               ]
     [          x    x               ]
     ------------    -----------------

I dont know how to link the 'x' on tilemap one to the 'x' on tilemap two.
can someone help? :worship:

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PostPosted: Thu 14 Jul, 2005 2:06 pm 
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Calc Wizard
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Joined: Wed 06 Jul, 2005 4:56 pm
Posts: 518
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i have to do something like that for zelda, only mine has to scroll!

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PostPosted: Thu 14 Jul, 2005 3:03 pm 
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Calc Master
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Just write some collision-detection code that says

If you reach the edge of one tilemap
Then
Draw the next tilemap
End

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PostPosted: Thu 14 Jul, 2005 3:20 pm 
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Calc King

Joined: Sat 26 Mar, 2005 2:45 am
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and a nifty trick, you can have decimals in the matrices and Xlib ignores them...so you can make diffrent types of the same thing (multiple chest contents, breakable walls, ect) without using the same sprite multiple times


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PostPosted: Thu 14 Jul, 2005 4:27 pm 
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Calc Wizard
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:excited: thnx necro, now i can make one-time moveable blox in my zelda game. got any other tips?

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PostPosted: Fri 15 Jul, 2005 4:07 am 
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Joined: Mon 18 Apr, 2005 11:18 pm
Posts: 144
Ok I figured it out sort of I understand the sprite thing but no the fomulas and how to make the sprtite change and then chang back but I sill am praticeing.


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PostPosted: Fri 15 Jul, 2005 5:53 am 
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Calc King

Joined: Sat 26 Mar, 2005 2:45 am
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other neat tricks: you can create envirometal efects by having a tile map over a tile map, you can make animated sprite sets by switching the picture in the syntax each time the screen updates (or every so many times...depends on how much/fast you want the movement) though it could get complex if you use more than 96 sprites at one time then it gets a bit more complicated though, you can make grey scale by a similar method to animated sprites, but you would have to switch screens alot faster but it will realy slow your games down, if you use the text command, a -1 preceding the x and y cordinates, you will get home screen font (though that is pretty widely known)


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