Custom Objects manual by SiamJai

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Offline SiamJai

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Re: Custom Objects manual by SiamJai
« Reply #15 on: May 29, 2009, 15:22:14 »
Unless I just duplicate like 5 of the same objects
Yep, that's pretty much the only working solution I can think of. It's only a matter of cloning the object placeholder in the editor, and copy-pasting a bunch of code with minor tweaks in the config file. :) Though I agree that randomizing the animation by code would be neater.

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Offline AhhCobras

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Re: Custom Objects manual by SiamJai
« Reply #16 on: May 30, 2009, 12:54:01 »
Well, thanks for the vid link. It seems I just have to be shown something to really understand it I guess. One thing I was wondering how complicated, if possible, is it to make something react to Juni appearing on-screen or approaching? Thanks for the help  :^^:


Simply start at the beginning, go on till you reach the end.... then stop.

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Offline TechnoGeek

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Re: Custom Objects manual by SiamJai
« Reply #17 on: May 30, 2009, 16:37:38 »
Well, thanks for the vid link. It seems I just have to be shown something to really understand it I guess. One thing I was wondering how complicated, if possible, is it to make something react to Juni appearing on-screen or approaching? Thanks for the help  :^^:

custom objects only animate, but cannot have behaviors
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Offline Kasran

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Re: Custom Objects manual by SiamJai
« Reply #18 on: May 30, 2009, 19:34:58 »
Not yet, anyway. I have a project (on hiatus, but all of them are) for a simple code that lets you control the behavior of active objects. :3
grao!

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Offline AhhCobras

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Re: Custom Objects manual by SiamJai
« Reply #19 on: May 30, 2009, 20:14:53 »
Not yet, anyway. I have a project (on hiatus, but all of them are) for a simple code that lets you control the behavior of active objects. :3

So is it something hard-coded that makes the bugs and birds and stuff fly away when you run past?


Simply start at the beginning, go on till you reach the end.... then stop.

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Offline Kasran

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Re: Custom Objects manual by SiamJai
« Reply #20 on: May 30, 2009, 22:07:38 »
Not yet, anyway. I have a project (on hiatus, but all of them are) for a simple code that lets you control the behavior of active objects. :3

So is it something hard-coded that makes the bugs and birds and stuff fly away when you run past?
No, it's something that lets people making their levels maybe be able to code their own COs in future.
grao!


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Offline Dandelion

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Re: Custom Objects manual by SiamJai
« Reply #22 on: June 01, 2009, 08:49:23 »
What are all the animation settings?
Could someone list them up please.
*Image= This is where you type in the image name.
Init AnimFrom= This is the image the editor displays first. Default is 0.
*Init AnimTo= This is the image the editor displays last.
Init AnimSpeed= This is the speed the editor displays the images (probably frames per minute)
Init AnimLoopback= When the editor displays the last image, it goes back to this frame. Default is 0.
Init AnimRepeat= The animation loops this number of times. Default is infinite.
Tile Width= The width of the tile. Default is 24.
Tile Height= The height of the tile. Default is 24.
Offset X= How many pixels the animation is moved horizontally. Positive numbers move it right, negative to the left.
Offset Y= How many pixels the animation is moved vertically. Positive numbers move it down, negative moves it up.

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Shawnachu wrote that. Frankly, I have no idea why this guide was saved as opposed to Shawn's. His was easier to use and located on the forums, allthough I suppose this guide does cover more. No offense, this guide is great but often I'm too lazy to open a separate web page. X)

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Offline Shawnachu

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Re: Custom Objects manual by SiamJai
« Reply #24 on: June 02, 2009, 00:47:45 »
If anyone needs it, here's my manual (copy+pasted over)

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Offline Headgrinder

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Re: Custom Objects manual by SiamJai
« Reply #25 on: January 29, 2011, 13:38:53 »
I don't know if anyone will notice this post, but I'll try asking this here first.

I think I've discovered a bug of sorts.  I was trying to use a single png for both a 24 pixel wide object and a 48 pixel wide object.  However, upon testing it would set the pixel width to whichever tile width command came first.  So, if the code for the 48 wide was first, both objects would be 48 wide, if the 24 was first, both would be 24.

I figure I'll just have to make 3 or 4 single wide objects with Init AnimFrom commands to make up the difference, but does anyone know if I'm just doing something wrong or is this an actual bug?

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Offline GingerL

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Re: Custom Objects manual by SiamJai
« Reply #26 on: July 21, 2011, 02:28:16 »
I wonder if there is a limit to how big each object can be.
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Offline Raicuparta

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Re: Custom Objects manual by SiamJai
« Reply #27 on: July 21, 2011, 02:56:58 »
I wonder if there is a limit to how big each object can be.
Many levels have objects the size of the screen, but in many cases it will cause a performance drop, usually when the framerate of the object is high and there are many frames, I think.

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Offline sergiocornaga

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Re: Custom Objects manual by SiamJai
« Reply #28 on: July 22, 2011, 05:43:08 »
Many levels have objects the size of the screen, but in many cases it will cause a performance drop, usually when the framerate of the object is high and there are many frames, I think.

In my experience, lots of small objects cause more lag than one huge one.

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Offline Healy

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Re: Custom Objects manual by SiamJai
« Reply #29 on: August 02, 2015, 22:19:48 »
When I opened the web-page for this, the page was blank. Does anyone have the manual saved somewhere?