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Kejero
Aug 29, 2001, 11:19 AM
looks like im forgetten somethen here...



the problem is that when i wanna trigger an animated tile (on and off), it does trigger, but it isn't animated when it should - it doesnt 'move' -- like some of the keys in tomb rabbit (they rotate and when ye touch em they disappear)



i just caint figure what i could be doin wrong...

JelZe GoldRabbit
Aug 29, 2001, 12:08 PM
Kejero, those keys did NOT rotate. And as for those animated tiles, they should animate AFTER they are triggered. A nice example is to see in the pack Jazz in Sonic Land, level Crystapolis.

Violet CLM
Aug 29, 2001, 12:38 PM
Or several of the Space Fortress levels in RHG: TF

EvilMike
Aug 29, 2001, 12:51 PM
There is a way to do it. I have known about it for a long time. You have to put the animation in layer 5, and then cover it up with something in layer 4 once it has been grabbed.



Trigger scenery can also be animated, but it can only cycle through the animation once, and I do not think you want that.

Kejero
Aug 30, 2001, 08:48 AM
aye - i 'studied' the thing today and came to that same conclusion, jelze (aye, i didnt even know it never worked as i wanted it 'til today http://jazz2.nagcentral.com/forum/images/smiles/icon_biggrin.gif, them triggered keys)



mike - yeah, thats the alternative (which i did also already use in tr1 http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif ), but i was so (-) sure i had used triggered animated tiles before that i just had to know!! (xuse the 4-letter-word, its nothen but a way of speach)



ok - all swell now http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif - and now i found out how they *really* work i already gotten some nice ideas http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif



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CelL
Sep 2, 2001, 02:36 AM
Yeah... I`m using the way that Evilmike said in my Assault level.

roseta
Sep 4, 2001, 12:18 PM
I have another problem...simulair...

When I have a triger event trigger a masked tile, it doesnt move.