Leed88
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@Dremek: > Already been made? :huh: Wish people would post links that work when they say this or anything like it, it would be easier for others to find.
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This here does what thats supposed to do. I just modified some of Scootaloo's code.
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@Justn: > EDIT: I never tried the downloadable version of it so I guess you could see if that works and rip it from there =) Thats what I did second time around and it worked fine. The tutorial doesn't show you where to put some of the lines. EDIT: Doesn't work if you installed ranged weapons and have one equipped. Should be easy to fix though.
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@MrMiguu: > You could have done this without lowering the FPS at all. You just need to follow how Robin coded dynamic animations with items. Apply that same code to the animation layer of your maps. Will look into that. edit- My mistake I only got 600 in clean copy of eclipse on a blank map, I just loaded a clean copy and got 600fps on blank 360fps on default map. Then I loaded my edit got 600fps on blank map and 315fps on map with alot of animation and npc's
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since game defaults to locking at 64fps and I don't have to have still maps and everything is handled by the client except for layer info sent on map load its worth it for me. edit- I've doubled the speed of animation since that video for smoother waterfalls.
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around 600 fps when I started editing eclipse
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It took a pretty good chunk of performance but with two variable animated layers and 3 old style 2 frame layers I'm still getting over 300 fps. And I don't use any attributes for animation so I can still block tiles etc..
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Decided to try adding some animated tiles just a little code. I can have any number of frames from 2 up, anims can be over or under player plus the 2 frame layers I added a couple weeks ago. The video is choppy but its the capture program I used and not the animation. This is just me testing animations and not a map. http://www.youtube.com/watch?v=BroGgBoIQGY please let me know what you think.
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the roof wouldn't intersect that way it would be at slanted angle, the tileset of that roof type has the correct tiles.
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I really like eye dropper in other editors didn't see one in origins. This simple fix almost acts as eye dropper when clicking on map with middle mouse button. It doesn't actually select tile but will put the row in map edit window but might not put column in window on wide tilesets. In module modGameEditors Sub MapEditorMouseDown find the line ``` If Not isInBounds Then Exit Sub ``` below that line insert the following ``` ' Eye dropper for tiles with middle mouse button If Button = vbMiddleButton And Map.Tile(CurX, CurY).Layer(CurLayer).Tileset Then If frmEditor_Map.optLayers.Value Then With Map.Tile(CurX, CurY) frmEditor_Map.scrlTileSet.Value = .Layer(CurLayer).Tileset If .Layer(CurLayer).y < frmEditor_Map.scrlPictureY.Max - 10 Then frmEditor_Map.scrlPictureY.Value = .Layer(CurLayer).y Else If .Layer(CurLayer).y < 10 Then .Layer(CurLayer).y = 1 Else frmEditor_Map.scrlPictureY.Value = .Layer(CurLayer).y - 10 End If End If End With End If End If ``` If you changed the size of your tileset display you might need to change the 10's. edit- had to change code for very short tilesets found this out when using a tileset I was making
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I'm new to origins but I thought maybe someone would find this simple cut and paste of npcs a time saver ![](http://emystop.biz/Copypaste.PNG)