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Topic: sprite map maker (Read 2935 times)
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billthecat
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sprite map maker
«
on:
November 02, 2007, 04:38:00 pm »
really easy sprite map maker for xlib. you put the sprites on a map, and it makes the matrix for you. supports multiple pic files (and all 256 pics) on one map. supports 8x8 and 16x16 sizes. i believe its already finished. you can email me at billthecat21@hotmail.com if you wanna have it, im not going to bother uploading it to any site. most of all, its easy
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
sprite map maker
«
Reply #1 on:
November 02, 2007, 05:16:00 pm »
well i can always add it to this site when I get some time if you want. But I don't understand how you can get all 256 pics support on one map, because if i remember xLIB didn't grabbed sprites further than 3 pics away, for example if the main pic used for the map was 1 you could grab sprites from pic 2 and 3 but not the others
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billthecat
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sprite map maker
«
Reply #2 on:
November 03, 2007, 03:31:00 am »
QuoteBegin-DJ Omnimaga+2 Nov, 2007, 22:16-->
QUOTE
(DJ Omnimaga @ 2 Nov, 2007, 22:16)
well i can always add it to this site when I get some time if you want. But I don't understand how you can get all 256 pics support on one map, because if i remember xLIB didn't grabbed sprites further than 3 pics away, for example if the main pic used for the map was 1 you could grab sprites from pic 2 and 3 but not the others
thats not what i meant i just meant you can access any of the 256 pics, but not on one map :paf:
:paf:
:paf:
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
sprite map maker
«
Reply #3 on:
November 03, 2007, 03:51:00 am »
ah ok I see you edited your post now (it was saying 256 pics on one map)
thanks for claryfying up
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billthecat
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sprite map maker
«
Reply #4 on:
November 03, 2007, 04:29:00 am »
this is what it looks like
first you have your sprite sheet
you paste the sprites onto your map
and you have your completed matrix!
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nitacku
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Posts: 300
Rating: +30/-1
ni-ta-ku ^_^
sprite map maker
«
Reply #5 on:
November 03, 2007, 05:55:00 am »
QuoteBegin-DJ Omnimaga+2 Nov, 2007, 22:16-->
QUOTE
(DJ Omnimaga @ 2 Nov, 2007, 22:16)
well i can always add it to this site when I get some time if you want. But I don't understand how you can get all 256 pics support on one map, because if i remember xLIB didn't grabbed sprites further than 3 pics away, for example if the main pic used for the map was 1 you could grab sprites from pic 2 and 3 but not the others
It only supports up to 256 sprites.
Since pictures can hold 96 sprites each, 256/96 = 2.666667 or in other words 2/3 of the third picture.
Now if you are working with 16x16 sprites, each picture can hold 24 sprites.
Therefore 256/24 = 10.666667 meaning up to 2/3 of the eleventh picture.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
sprite map maker
«
Reply #6 on:
November 03, 2007, 03:06:00 pm »
nice billithecat, does it supports 8x8 sprites too?
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billthecat
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sprite map maker
«
Reply #7 on:
November 04, 2007, 04:31:00 am »
ya it does, and now it has a collision detection generator that lets you box in the collision surfaces. it puts them in a string so you can just do if not(expr(str1:then:collision logic....
i have two questions.. does the length of the string affect the time it takes to expr( the string? and does if .. and .. take less time than if ... :then if ...
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Halifax
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Posts: 1334
Rating: +2/-1
sprite map maker
«
Reply #8 on:
November 04, 2007, 07:28:00 am »
You realize you can always time these things yourself.
I don't think anyone would really know, off the hand.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
billthecat
Guest
sprite map maker
«
Reply #9 on:
November 04, 2007, 08:22:00 am »
ok here is the collision mapper
and here is your collision detector string!
all you have to do is in your keypress loop put
x->e:y->f:if not(expr(str1:then:x+d->x
(d is number of px to move) and if there is a collision, your character will not move, otherwise, he'll move!
very easy to use.
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