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Posted: Thu 14 Jul, 2005 1:09 pm
by T0RM3N7
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: Select all

     ------------    -----------------
     [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:

Posted: Thu 14 Jul, 2005 2:06 pm
by crzyrbl
i have to do something like that for zelda, only mine has to scroll!

Posted: Thu 14 Jul, 2005 3:03 pm
by dysfunction
Just write some collision-detection code that says

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

Posted: Thu 14 Jul, 2005 3:20 pm
by necro
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

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

Posted: Fri 15 Jul, 2005 4:07 am
by Spooner
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.

Posted: Fri 15 Jul, 2005 5:53 am
by necro
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)