Stabyourself.net wrote:Some time ago, I added animated tiles which loop through frames endlessly and can add a lot to a mappack if done right.
Then about a week ago, I made it so the animated tiles can have different properties (like collision or underwater) on each frame, which would allow you to make those megaman blocks that disappear and are a general pain in the ass (unless you use jet rush..)
Yesterday I went and made those tiles triggerable with the input/output system in Mari0 and now you can do quite a lot with them.
This can be done completely with the tools Mari0 SE gives you. No programming or modding required.
The tile itself looks like this:
Which looks like this animated:
To set the delay and whether the tile should wait for a trigger or loop forever, there’s a .txt file next to the image.
1 triggered,0.1
You can set every frame’s delay or any number of delays which will repeat throughout the animation
The gif at the top is built up like this:
The [!] blocks are animated tile triggers, the things above them are delayers which delay an input for X seconds, and the thing at the top left is a square wave input (which just stays ON for X seconds and then stays OFF for Y seconds). The triggers can trigger more than 1 tile at once, don’t worry. I just had to use one trigger per tile for this wave effect.
So the square wave starts sending a signal which is delayed between each trigger by a small amount of time, and the triggers then switch between “on” and “off” all the time, which plays and reverses the animated tiles. Additionally, there’s an AND gate in the gif so the button toggles this whole thing. This is all made ingame.
So there you have it! Animated tiles which you can trigger however you want and then have them part of puzzles or whatever.
Bonus gif! Using another square wave input and a NOT gate.