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Spitznagl

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15th March, 2009 at 18:02:22 -

I'm currently working on a level editor in wich I use an active object to create all the backdrops on screen. I try to rotate the active before the backdrop is created from it, but when it appears, it's always at angle 0 even if the active isn't.

Is that just the way it works, with nothing that can be done? If it's the case, I can easily go around that problem, but the active object will need 4X the number of frame(for the sprites I want rotated).

 
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OMC

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15th March, 2009 at 18:09:27 -

Try setting the pastage on the background on a definitely different loop. For instance, when you want it to paste, set a value to 1, then check the value in another condition ABOVE the first one and then paste image into background.

Value A = 1 >> Paste into Background AND Set value A to 0
User clicks (or whatever) >> Rotate AND set value A to 1.

If that doesn't work, then -^-O.o-^-

Edited by OMC

 

  		
  		

UrbanMonk

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15th March, 2009 at 18:12:44 -

I've tried something similar in the past, and its never worked for me, so no I don't think it's possible at the moment.

 
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Spitznagl

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15th March, 2009 at 18:25:22 -

OMC: Actually, when I saw that it wouldn't work in my spawning loop; I tried a simple two events test where on button adds 90 degrees to an active, and another button create a backdrop from it. It still just pastes it with the active's original angle.

The events order could indeed have messed up everything in the loop, but here, it seems more like mmf doesn't support creating at an angle.

UM: Thanks, I'll probably go with the second option I mentionned then. I was pretty sure that it is a mmf limitation.

 
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Spitznagl

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15th March, 2009 at 18:25:37 -

Unless someone knows another way of creating backdrops then Animation->Create backdrop, wich would support rotation? I sure haven't played with every objects yet!

Edited by Spitznagl

 
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UrbanMonk

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15th March, 2009 at 18:57:23 -

try messing with the active picture object, I think it might be able to do what you want, but you will have to either load the images externally or include them in the .exe and decompress them at runtime. (if it works that is)

 
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Spitznagl

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15th March, 2009 at 19:13:10 -

I thought about using the active picture, but let the idea down for some reason.
I'll give it a try, thanks.

Now that I think about it, didn't Nifflas do something similar with knitt srories? I mean sprites from external images, not rotated backdrops. It would let players incorporate their own tileset.
I'll have to try that too.

 
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Don Luciano

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15th March, 2009 at 19:37:07 -

you can rotate and paste, at least i did it in one project. It was quite long ago so i will look it up and post back.

Ah you can do it two ways, simpler is that you dont set automatic rotation, dont use angle, but use animation directions, and it works.
Second you can use more animations for each rotation.(walking, running,...)

Edited by Don Luciano

 
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15th March, 2009 at 19:53:05 -

yes, thats because animation directions are actually completely separate animations. This also means that having 32 rotated directions of each tile takes up 32x as much room as it would if rotating/pasting worked. In general, rotating via angles will not let you paste objects to the background.

 
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Spitznagl

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15th March, 2009 at 20:07:45 -

Urban Monkey's idea of using active pictures works pretty well.
I'll have to use tilesets, but that sounds find to me. People will be able to had custom graphics to their levels

What isn't fun about it is that I'll have to redo all my current work.
Plus, once the active picture is rotated, X becomes Y, but I'm sure that I can still easily get it working.

If I ever hit a wall, I'll go with 4 directions as you proposed.
Thanks to all!

 
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MBK



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19th March, 2009 at 22:02:06 -

Hmm ... maybe you could create the object as invisible and after it is created, have its angle set to the current "angle value" (which is changed before the pasting right?), then once its angle = angle value, paste into background.

I still don't know if that would work, but anything is worth a shot.
Hopefully, telling it to paste only when it is at that certain angle will force it to paste at that angle.
If you try it lemme know if it works or not!


 
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Spitznagl

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19th March, 2009 at 22:38:47 -

I wouldn't think so. From what I experimented, clickteam products simply don't take the angle in consideration when pasting from an active object. It does with the active picture object though (many thanks to UrbanMonk.

In my case, updating an external image is much easier than adding new animations to an active obj anyway. Also, I already converted everything and my problem's completly solved

 
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