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Demondevilmon



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  29/12/2014 18:58:20
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18th January, 2016 at 18/01/2016 11:16:28 -

Hello!
I am currently working on a basic leveleditor. The only thing i can't get running is efficiently editing backdrops... or to be more precise... creating, changing or deleting backdrops with events during runtime.

Is there any way to manipulate backdrops while runtime?

If there is another object wich is more capable, what are u using for a backdrop?
(keep in mind using resources efficiently)

Big thanks!

greets DD

 
I am not a hero... never was... never will be.

Fifth

Quadruped

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18th January, 2016 at 18/01/2016 12:22:24 -

I understand some people use the Surface Object for this kind of thing? I don't know what advantages/disadvantages it has over old-fashioned background pasting, though. Maybe someone else could fill me in on the details for this one?

I'm a Text Blitter guy, myself. It's nice because you can just reference an array file using callback, and all the tiles update themselves. No looping or pasting required.
But it's annoying because it doesn't support collisions, so you have to implement your own tile-based collision system based entirely on alterable values.
..Which is doable, but a little unorthodox.


 
Go Moon!

LordHannu

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18th January, 2016 at 18/01/2016 12:45:07 -

I use actives. when the actives are outside of frame destroy all, and load new tiles to the frame with a fastloop.
Dont know if its the most optimized way to work but it works.
Recently learnt how to make my own level editor.

You still can use your backdrops by having an active pasting into background and destroy the active during a loop.
Carefull with loops dont have them on all the time. If you have to big loops it will slow down your game. If you have several smal ones shouldnt be no problem. During the update on loading.

 
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Demondevilmon



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18th January, 2016 at 18/01/2016 17:56:28 -

Thx for all answers. Unfortunately i thought there would be no other way than active objects

greets DD

 
I am not a hero... never was... never will be.

Jenswa

Possibly Insane

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  26/08/2002
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20th January, 2016 at 20/01/2016 19:13:58 -

I just overwrite a tile in the current background layer.
Which isn't very sophisticated, but it works for me.


 
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Demondevilmon



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21st January, 2016 at 21/01/2016 09:53:48 -

@Jenswa... What kind of object is your tile? Active, Backdrop, etc?

I will probably do the typical "use active as backdrop" thingy...

 
I am not a hero... never was... never will be.

Airflow

imafirinmahlazr

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  24/09/2003
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VIP MemberSonic SpeedSnow Cloud!Computer
23rd January, 2016 at 23/01/2016 06:03:54 -

There's an event under active objects - animation - add backdrop, which creates a backdrop object the same shape as the active. You can use this to code your game using the background, but ultimately a level editor needs to load active objects. However, the backdrop is cleaner to code with than actives so i recommend this method. Ps. don't use paste into background, which basically doesn't work as far as i can tell.

 
n/a

Demondevilmon



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24th January, 2016 at 24/01/2016 00:11:03 -

Thx Airflow! I'll try this!

 
I am not a hero... never was... never will be.

Dr James 2



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  17/02/2015 13:10:14
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25th January, 2016 at 25/01/2016 16:42:54 -


Originally Posted by Fifth
I understand some people use the Surface Object for this kind of thing? I don't know what advantages/disadvantages it has over old-fashioned background pasting, though. Maybe someone else could fill me in on the details for this one?

I'm a Text Blitter guy, myself. It's nice because you can just reference an array file using callback, and all the tiles update themselves. No looping or pasting required.
But it's annoying because it doesn't support collisions, so you have to implement your own tile-based collision system based entirely on alterable values.
..Which is doable, but a little unorthodox.


I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?

 
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Fifth

Quadruped

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  07/05/2003
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VIP MemberGOTW JULY 2010 WINNER!Kliktober Special Award TagGOTW HALLOWEEN 2011 WINNERPicture Me This Round 51 Winner!
31st January, 2016 at 31/01/2016 10:42:38 -


Originally Posted by Dr James 2

I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?



Oh, thanks! I can't imagine the context where it would have happened, but I appreciate the comment!

And yeah, that would be "Nothing":
http://create-games.com/download.asp?id=5513
http://www.youtube.com/watch?v=ySQYrZL8wWQ

...Which never ended up going anywhere, I'm afraid.

 
Go Moon!

Airflow

imafirinmahlazr

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  24/09/2003
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VIP MemberSonic SpeedSnow Cloud!Computer
3rd February, 2016 at 03/02/2016 05:13:59 -


Originally Posted by Fifth

Originally Posted by Dr James 2

I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?



Oh, thanks! I can't imagine the context where it would have happened, but I appreciate the comment!

And yeah, that would be "Nothing":
http://create-games.com/download.asp?id=5513
http://www.youtube.com/watch?v=ySQYrZL8wWQ

...Which never ended up going anywhere, I'm afraid.



that's quite a punch line

 
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