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 Tile !?!

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Shining

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Posts : 878
Join date : 2013-03-26
Age : 37
Location : Italy

PostSubject: Tile !?!   February 1st 2015, 12:03 pm

what is wrong guys? do anyone explain me how i can do a good tile in type = anim
the image is high 518 pixel  eyes rolling
considering the starting time
i used 2 animation because one is not enough to make an elevation effect
but i have a empty background elevator effect

[SelectBG 2]
type = anim
ID = 2116
actionno = 2116
layerno = 0
tile = 0,1
mask = 0
start = 0, -512
delta = .8,.8

[BGCtrlDef 2116]
CtrlID = 2116

[BGCtrl 2116]
type = anim
time = 8440
x = 0
y = 1

[Begin Action 2116]
-1,-1, 0,0,8440
Loopstart
0,16, 0,0, 6
0,16, 0,1, 6
0,16, 0,2, 6
0,16, 0,3, 6
0,16, 0,4, 6...
...0,16, 0,1034, 6
0,16, 0,1035, 6
0,16, 0,1036, 6

[SelectBG 2]
type = anim
ID = 2117
actionno = 2117
layerno = 0
mask = 1
tile = 0,1
start = 0, 0
delta = .8,.8


[BGCtrlDef 2117]
CtrlID = 2117

[BGCtrl 2117]
type = anim
time = 8440
x = 0
y = 1


[Begin Action 2117]
-1,-1, 0,0,8440
Loopstart
0,16, 0,0, 6
0,16, 0,1, 6
0,16, 0,2, 6
0,16, 0,3, 6...
...0,16, 0,774, 6
0,16, 0,775, 6
0,16, 0,776, 6
0,16, 0,777, 6
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Ax

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Posts : 3183
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Location : https://mugenarchive.com

PostSubject: Re: Tile !?!   February 1st 2015, 12:30 pm

tile = means which direction your tiling will go.

tile = 1,1 means that your tile will go in the math setup of X,Y,
X being the horizontal and Y being the vertical

If you use -1 for either the X or Y then you'll go in the reverse direction.

so tile = 1,0

will make your image go like this

@@@@@@@@@@@@@@@

But

tile = 0,1

will make your image go like this


@
@
@
@
@

and tile = 1,1

will make your image go like this

@
@
@@@@@@
@@@@@@
@@@@@@
@@@@@@
@@@@@@@@


And tilespacing = 50,50

will put a space between each sprite repeating image (spacing depends on the size of your sprite or animation)

@    @    @    @    @

@

@

@


I hope that helps


Think of the X,Y stuff as a grid


http://www.helpingwithmath.com/printables/worksheets/geometry/grid-10_10.gif

The other way to do it is to make each anim with it's own position coming up right after the previous animation. The tile stuff doesn't work too great for animations in stages for mugen if I can recall right?
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PostSubject: Re: Tile !?!   February 1st 2015, 1:45 pm

Thanks AX but how can i start "tiling" in a secific time and continue forever?
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PostSubject: Re: Tile !?!   February 1st 2015, 2:05 pm


[Begin Action 2117]
-1,-1, 0,0,8440 ;At the beginning you see -1,-1, This means no sprite will show or be visible because there is no such thing as sprite -1, in group -1.

Loopstart ;Loopstart means it will restart wherever this is at and it will ignore everything before it.

0,16, 0,0, 6 This last group that you have as 6 is the time it shows on screen

So for an animation to start later, write it with a longer time. Sooner, make it shorter time.
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PostSubject: Re: Tile !?!   February 1st 2015, 3:07 pm

But why 2016 disappear before 2017 restarting?
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Ax

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PostSubject: Re: Tile !?!   February 1st 2015, 3:11 pm

Maybe you're missing info in the sprite details in your aniamtion

This stuff! Arrow 1,1, 0,0, 10

check it and see that nothing is missing or is written wrong.
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Shining

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PostSubject: Re: Tile !?!   February 1st 2015, 4:25 pm

I will share to show you
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PostSubject: Re: Tile !?!   February 4th 2015, 10:03 am

You could also try this, it's very successful i hear for doing just about everything regarding stage making.

http://mugenguild.com/forum/topics/complete-stage-creation-tutorial-104470.0.html

Might be worth a shot to check out? scratch
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PostSubject: Re: Tile !?!   February 4th 2015, 11:37 am

really thanks Ax...i fixed...you will see the creation!!!
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