[Suggestion] Animated Tiles

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Mari0Maker
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Post » 15 Jun 2013, 20:28

Ok, so I bet many of you have thought of the idea for making your own animated tiles in Mari0, but I've never seen anyone explain how they thought they should be in the game.
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:
Image
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:
Image
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
So basically, it just shows the tile's filename and speed ingame.
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:

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animtile1 0.15
animtile2 0.55
animtile3 0.22
So, pretty neat, huh? :)

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
So you have multiple animated tiles with different speed in your level, and some are going at 0.10 seconds, some at 0.15 seconds, and some at 0.17 seconds.
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
Well, I think that wraps this idea up. I hope you like it. :)

Camewel
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Post » 15 Jun 2013, 20:45

Animated tiles are already in SE, and you can set custom delays for each frame, and global properties for the tile really easily. I don't think your suggestion is necessary.

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Superjustinbros
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Post » 15 Jun 2013, 22:09

Everyone here has different ways of working with particular ideas. My idea of doing animated tiles would work slightly different. than Mari0maker's.

Primarily how I'd feel this'd work best would be to have one file (tilesanim.png) with one tile per column in a single tileset, while all tiles below a tile on the first row act as the different frames for the tile, and progress in that order, from top to bottom, before repeating, and they skip over blank tiles. All the properties of an animated tile (solid, breakable, etc) are defined only by the properties set for the first frame. Each frame plays for one quarter (25 milliseconds) of a RL second (or half of an in-game second), and you cannot adjust the speed of animated tiles, but you can have one frame of the animated tile play in two frames (or more) in a row to make it last longer. Animated tiles would be placed alongside all custom tiles, not in a separate menu even if the animated and inanimate tiles are in two different files.

I can specify example images to show how this could work. Plus, this could allow us to finally skin coins and ? blocks!
Last edited by Superjustinbros on 15 Jun 2013, 22:18, edited 1 time in total.

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Automatik
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Post » 15 Jun 2013, 22:18

I think animated tiles shouldn't be separate from the other tiles. They should be a "idoftile.png" file with a "idoftile.png" which contain one custom delay per line(corresponding to 1 frame)
If these 2 files exists, then it override the corresponding tile. So, the props are still in tiles.png, as usual.

Camewel
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Post » 16 Jun 2013, 02:56

I don't think you read my post properly.
Animated tiles are already in SE.
They've been implemented in a way better than any specified here.
I don't understand why you're posting inferior ways of doing animated tiles.

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Automatik
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Post » 16 Jun 2013, 09:23

Animated tiles are already in SE.
Yes, we know that.
Everyone here has different ways of working with particular ideas. My idea of doing animated tiles would work slightly different.
They've been implemented in a way better than any specified here.
I don't understand why you're posting inferior ways of doing animated tiles.
Well, we don't know how it will be handled. Maybe in SE, it's a simple and efficient way, or in a hackish way.

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TurretBot
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Post » 19 Jun 2013, 08:22

Camewel wrote:They've been implemented in a way better than any specified here.
And we would would know this because Maurice keeps us updated on the game's progress constantly.

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idiot9.0
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Post » 19 Jun 2013, 10:02

Turret Opera wrote:
Camewel wrote:They've been implemented in a way better than any specified here.
And we would would know this because Maurice keeps us updated on the game's progress constantly.
It was a while ago but animated tiles were worked on one during one of the development streams. So it's not like it was a secret they were in or anything.

Camewel
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Post » 19 Jun 2013, 13:10

Turret Opera wrote:
Camewel wrote:They've been implemented in a way better than any specified here.
And we would would know this because Maurice keeps us updated on the game's progress constantly.
I would more think you would know this because of the excellent description I gave in the second post.
I will admit I'm kind of cheating though.

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Superjustinbros
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Post » 19 Jun 2013, 20:26

I suppose each animated tile would be in a separate image file instead of one? I just find it more convent when everything's in one image and not several 16x16 images.

Camewel
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Post » 19 Jun 2013, 20:49

Okay since I'm bad at explaining here's an animated tile Maurice made (woo leaking things from SE).

I'm fairly sure it's all self-explanatory.

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Superjustinbros
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Post » 20 Jun 2013, 01:18

Here's an example of mine.
Image
Again, if it notices any blank spaces, it jumps right back to the first frame.

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TheJonyMyster
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Post » 20 Jun 2013, 01:39

I saw Maurice's one and I think it should be able to change properties during the animation.
Last edited by TheJonyMyster on 20 Jun 2013, 15:12, edited 1 time in total.

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idiot9.0
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Post » 20 Jun 2013, 08:31

I'm just going to go ahead and assume that the way Maurice made animated tiles is working just fine.

This assumption is completely based on Baf's preview video of Super O'brothers. Link to video for reference.
(mostly seen during the end of the video, with the rain and water, but also seen with the animated brick blocks)

Camewel
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Post » 20 Jun 2013, 08:38

SJB, it seems to me that you're not quite understanding this.
The thing that I posted isn't an idea of how it should be, that's how it currently is inside SE.
He already has a system that is better than yours fully implemented and working.

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Mr.Q.Marx?
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Post » 20 Jun 2013, 15:13

If I've followed this correctly, this is your waterfall:
Image

Code: Select all

delay=60,60,60,60,60,60,60,60
collision=false

Camewel
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Post » 20 Jun 2013, 15:46

Yup

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TurretBot
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Post » 20 Jun 2013, 21:03

idiot9.0 wrote:
Turret Opera wrote:
Camewel wrote:They've been implemented in a way better than any specified here.
And we would would know this because Maurice keeps us updated on the game's progress constantly.
It was a while ago but animated tiles were worked on one during one of the development streams. So it's not like it was a secret they were in or anything.
I was talking about blogposts, but the streams work too.
Bravo! You have defeated me.
Image
(Warning: Off-Topic Image.)

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TheJonyMyster
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Post » 20 Jun 2013, 21:13

(not showing)

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TurretBot
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Post » 20 Jun 2013, 21:20

what?

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TheJonyMyster
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Post » 20 Jun 2013, 22:12

Your image says please go to funnyjunk.
It's not showing.

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TurretBot
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Post » 20 Jun 2013, 23:04

It was just Akinator saying you defeated him.

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TheJonyMyster
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Post » 20 Jun 2013, 23:24

No, I know what it was. I went to funny junk and viewed the image. Other people might not have.

On topic: I still think that you should be able to have tile properties on the tile so it can change midway like so:
Hans1998 wrote:to make something like this:
Image
Image

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