That is why I'm going to explain it right now. :D
So anyways, here's how I think they should work.
First, make a tileset like any other tileset, with collision/breakable properties and all that good stuff, except it is in a straight line - and not having seperate lines - the whole time, like this:
Then, when you are finished making your animated tile(s), you save it with a file name like this:
"animtile1"
"animtile2"
"animtile3"
etc...
So basically, it just stands for "Animated Tile 1, 2, 3", and so forth.
Then, you just stick the file(s) in your mappack folder.
But, you may be wondering, what about animation speed? Well, I have a pretty good idea for this.
So, in the Level Editor (in Mari0), there is a subtab in the "Tiles" tab, that could look like this:
Then when you click on that, you can then see all your custom tiles that you've added to your mappack folder.
Now, when you add it to your level, it won't animate right away, and that is of course because you have to configure it. All you have to do for that is right click it. It will appear with speed such as these:
0.10
0.30
0.50
0.70
0.90
1.00
And once you have your animated tile configured in your mappack (and once you've saved it as well), there will be a text file in your mappack folder called something like "animconf.txt", or maybe "animtileconf.txt". The text file will basically just tell the mappack how fast the tile should animate (in seconds). It will look something like this:
Code: Select all
animtile1 0.10
animtile2 0.50
animtile3 0.10
But, because it's a text file, people can edit it to make whatever speed they like. So that means that the right click option ingame is just a easy way for people who are "casual". But if you're serious about animating your tiles at a good speed, then you can just edit the text file, for a speeds like this:
Code: Select all
animtile1 0.15
animtile2 0.55
animtile3 0.22
Another thing that can be a feature of this can be where if you add a animated tile in your level in the Level Editor, and it was a animated tile you already added, it will remember that tiles speed, and the animated tile that you just put in will be that speed. This could save quite a bit of time if you have lots of animated tiles, such as a custom ? Block that's animated.
But, if you have multiples of the same animated tile in one level, and some have seperate speeds, the animconf.txt file will look something like this:
Code: Select all
animtile1 0.10
animtile1-1 0.15
animtile1-2 0.17
And just so I'm clear on this, the numbers like "1-1" and "1-2" in the animconf.txt file aren't World numbers, they are for the same level, but just different speeds. Unless you think it should look like this:
Code: Select all
animtile1 0.10
animtile1,1 0.15
animtile1,2 0.17