May 24, 2007, 02:54 PM | |
Questions regarding Animated tiles
Ok, so I had an idea for a tileset (again), and I wanted it to have a really cool animated thing in one of the Background layers (I was thinking 6).
Can you put animated tiles on layers 6 and 7? I'm pretty sure you can't on layer 8, so that's why I was wondering. Another question, I know an animated tile takes up tileset space, so if you have the max amout of tiles, and you try to have an animation it won't work. But I'm wondering: Do the animations take one tile or one row? Thanks so much in advance. ^_^ And EVENTUALLY I'll actually finish a tileset xD |
May 24, 2007, 03:40 PM | |
"Can you put animated tiles on layers 6 and 7? I'm pretty sure you can't on layer 8, so that's why I was wondering."
You can have animated tiles in any layer at all, unless it is textured. The only way you can get anything close to an animated textured background is as described in this horribly written article, near the end, where you can have a textured background in Layer 7 and put animated tiles in Layer 8, and the textured background will only appear where there are non-transparent pixels in layer 8... okay, more detail than you wanted, I'm sure. Yes, you can have animated tiles on layers 6 and 7.' "But I'm wondering: Do the animations take one tile or one row? " Ha, I'd never thought of that, but it's a very logical question. They take up one tile each. Beyond the 1023 total tile limit, I think you can only have 255 animated tiles period, but that's almost never going to be an issue. |
May 24, 2007, 04:34 PM | |
And to further clarify, each animation counts as ONE tile. It doesn't matter if it has 1 frame or 64 frames, it still counts as one towards the grand limit of 1023. You can also go a bit above this limit, though jcs will start spitting out errors. The level will still run, but every tile you go past the limit increases the chance of random crashes.
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May 24, 2007, 04:49 PM | |
Thank you both VERY VERY much!! ^___^
The muddy water in my head is much clearer now. >_> *runs away to start on set* |
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