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Morgana retro Dungeon Crawler (uses Tilengine)
#53
Thank you Megamarc and sorry for the delay.

Current topics:

- I will leave the raster effect for the painting in the todo list for now, I will try if it looks good with just per-line horizontal offseting, without vertical.
- Answering to this:

Quote:The "selected card FX" animated rainbow effect fom pixel effects is a sequence of frames, or a realtime palette animation? Tilengine allows you to create color cycle animations using just one frame and animating the palette, old-school (but very effective).

It's an animation without color cycling. I'm still infatuated by the color cycling effect, it just scares me to implement haha I promise I will try to implement it somewhere before this project ends.

Take a look:

temp.png:
[Image: temp.png]

temp.sqx: (3 times first frames + 1 time all the sequence)
Code:
<?xml version="1.0" encoding="UTF-8"?>

<sequences>
<sequence name="anima" delay="8" loop="1">
0,1,2,3,4,5,6,0,1,2,3,4,5,6,0,1,2,3,4,5,6,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17
</sequence>
</sequences>

Now I'm in a conundrum.

I'm refactoring code for the Pentacles Tarot Wall:

[Image: penta.png]

and when unifying the magic effect in a function...

Code:
void Tarot_Wall::draw_magic_anim(shared_ptr<Sprite>& passed_box, int x, int y){

    box=make_shared<Sprite>("./assets/animation_fx/benmhenry","temp",19,64);
    box->animated=true;
    box->loop=0;
    box->draw(x,y-16);
    box->set_blend_50();

    audio->fx(audio->magic_sound);
    box.swap(passed_box);

}

It happens that (now) all the magic animations start at the same time. This is a deeper problem than it seems. For instance, think that the player is looking at the wall, drops two cards and then rotates his view and then rotates back, or goes away and returns...

...where do I resume the animations?

I can't store the frame of each tarot slot magic animation of all the tarot walls of all the game and restore it. This would be a madness. (or hide ALL the animations of ALL the tarot walls of ALL maps in ALL game in 2000,2000 and restore back when needed). (I used to use 2000,2000 as my favorite hide spot with the C version of the project, now in C++ I'm not using it at all and try to disable always the sprite instead. I think its better practice, no?).

I thought it's better to each time player returns to tarot wall then he/she sees an animation started with a random frame in each slot.

What do you think about this?

I'm afraid you can't set an animation to start in an arbitrary frame in Tilengine, would be an useful or complicated feature to implement?

Thanks and best regards.
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Messages In This Thread
WOW!!! - by PerspexSphinx - 11-19-2019, 07:39 AM
Morgana game (uses Tilengine) - by JaumeAlcazo - 01-02-2020, 04:23 AM
RE: Morgana retro Dungeon Crawler (uses Tilengine) - by JaumeAlcazo - 12-06-2021, 04:40 AM

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