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[MUGEN 1.0] Animated & Parallaxed floor? Is that possible? (Read 915 times)

Started by Amy, October 24, 2014, 10:06:42 am
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Amy

[MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#1  October 24, 2014, 10:06:42 am
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Soo. I am making a stage and I want to parallax an animated floor. But all I could do is get the floor to slide left and right, and not "bend" like it does while:

"Type = parallax"

Is there a way to do it?
Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#2  October 24, 2014, 10:11:59 am
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Animated Parallax floor is definitely possible. One way that I know is by stacking up the animation's sprites, then turning each layer off in a sequence using BGCTRLs, so that it appears to be animated.

I'll be waiting for Tamez to explain this more in-depth. lol



Last Edit: October 24, 2014, 10:18:37 am by Markpachi
Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#3  October 25, 2014, 05:40:25 am
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If your using Mugen 1.1 then you don't have to do all that background controller jazz because it supports animated parallax. The only thing you need to change is using the old xscale to the new width, here is an example :

[BG ground]
type  = parallax
actionno = 1
start = 0, 0
delta = 1, 1
mask = 1
width = 615, 695 
layer = 0

;-------------------------------------------------

width = 615, 695  (The first number is the top length of the sprite, the second number is the bottom length of the sprite. In my case my sprite was 695 pixels on top and bottom, so I just shrunk the number of the top to 615 and now I have a parallax that looks the same, but is now animated.)
Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#4  October 25, 2014, 06:16:29 am
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She specified Mugen 1.0, though.



Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#5  October 25, 2014, 06:48:27 am
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Yea I know, I probably should have worded the first part of my first sentence better. Just trying to make it easier on her because if she has 10 animations, then that is 10 diff BG controllers to enable and disable at certain times and then loop it all back together to repeat. I guess I'll explain for older Mugens as well, so here goes :

[BG Ground]
type = parallax
spriteno = 5,0
delta = 1,1             
xscale = 1.4,1.90
mask = 1
ID=80

[BGCtrlDef Ground]
looptime = 10      ;How long it takes for all your background controllers to run there course before restarting
ctrlID = 80

[BGCtrl 80]
type = visible     
time = 0             ;Time when first animation plays
value = 1            ;A value of 1 makes the BG controller visible/working

[BGCtrl 80]
type = visible
time = 5            ;Time when first animation ends
value = 0           ;A value of 0 makes the BG controller invisible/not working

;--------------------------------------------------------------

[BG Ground]
type = parallax
spriteno = 5,1
delta = 1,1             
xscale = 1.4,1.90
mask = 1
ID=81                  ;New controller ID for new sprite in anim

[BGCtrlDef Ground]
looptime = 10      ;How long it takes for all your background controllers to run there course before restarting
ctrlID = 81

[BGCtrl 81]
type = visible     
time = 5             ;Time when second animation plays
value = 1            ;A value of 1 makes the BG controller visible/working

[BGCtrl 81]
type = visible
time = 10            ;Time when second animation ends
value = 0             ;A value of 0 makes the BG controller invisible/not working

That example was just for two diff sprites, but if you have more then just repeat the process for however many sprites you have in the anim. Just remember you have to change the looptime to match the whole sequence of the anim.
Last Edit: October 25, 2014, 07:05:50 am by ELECTR0

Amy

Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#6  October 25, 2014, 11:07:52 am
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I didn't really get it right.

I searched for some wikis and tutorials but couldn't really find anything that explains everything precisely, do you think you can do that for me? Like, telling me what "this and that" does?
Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#7  October 25, 2014, 07:57:49 pm
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I was afraid of this & that's why I was trying to steer you/everybody to Mugen 1.1 because older Mugens don't have features like animated parallax. So you have to do this BG controller workaround to make it function & that's why you can't find any info about it on the internet. If you PM me your stage/sprites i'll just do it for you and write notes next to the code, that way you can see what I did and might help you understand for future projects.
Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#8  October 25, 2014, 08:18:29 pm
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It's best to ask Tamez on how to do that or you can take notes and learn how ExShadow did it in his Slums stage. Thats only if you don't clearly understand Electr0's tutorial. I don't do parallax even though i could, so my help is pretty pointless.
Last Edit: October 25, 2014, 08:49:09 pm by Insigniawarfare

Amy

Re: [MUGEN 1.0] Animated & Parallaxed floor? Is that possible?
#9  October 25, 2014, 11:44:59 pm
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It's best to ask Tamez on how to do that or you can take notes and learn how ExShadow did it in his Slums stage. Thats only if you don't clearly understand Electr0's tutorial. I don't do parallax even though i could, so my help is pretty pointless.

Thanks but I'd rather try to figure out Electro's tutorial.

I'll see what I can do.