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Tiled animations acting strange when moving (Read 4685 times)

Started by ShiroTori, October 31, 2021, 09:04:47 am
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Tiled animations acting strange when moving
New #1  October 31, 2021, 09:04:47 am
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  • Formerly JordanoDaMano (JDM)
    • Canada
I'm currently trying to make a 1.0 version of a stage I coded in 1.1. I have it set so the background is scrolling, but the animated part doesn't tile properly and does this thing where it cuts off, only to reappear after completely moving off screen.

Weirdly enough, it still works perfectly in 1.1, but it does this whenever I try to run it in 1.0.

Here's how the coding looks right now:

[BG City 5]
type = anim
actionno = 0
start = 0,0
delta = 1,1
tile = 1,0
tilespacing = 480,0
velocity = -4.6,0
mask = 1

[Begin action 0]

2,0, 0,0, 5
2,1, 0,0, 5
2,2, 0,0, 5
2,3, 0,0, 5
2,4, 0,0, 5
2,5, 0,0, 5
2,6, 0,0, 5
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 5
2,13, 0,0, 5
2,14, 0,0, 5
2,15, 0,0, 5
Last Edit: April 07, 2022, 07:52:51 am by ShiroTori
Re: Tiled animations acting strange when moving
#2  December 08, 2021, 05:06:01 am
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  • Formerly JordanoDaMano (JDM)
    • Canada
Bumping this thread because I'm ready to get a 1.0 version of this stage out there, and so I can provide a visual example of this problem.

https://streamable.com/pgcvrs

It only happens when I try to run this stage in 1.0, it still works perfectly in 1.1.
Re: Tiled animations acting strange when moving
#3  December 08, 2021, 09:29:26 am
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Been years since last used 1.0, but recall The only times I got problems with Tiled animations
Is when Tilespacing value isn't equal or higher than the sprite horizontally or vertically

Like if the tile is 600 pixels wide, X value must be 600 or more

Also, sometimes because didn't position the tile sprite at X=0 in the SFF
Re: Tiled animations acting strange when moving
#4  December 08, 2021, 10:33:46 pm
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  • Formerly JordanoDaMano (JDM)
    • Canada
I do have the Tilespacing set according to the sprites' width. I think the problem stems from when velocity was applied to them.

Here's the code for the animations that have this problem:

[BG City 5]
type = anim
actionno = 0
start = 0,0
delta = 1,1
tile = 1,0
tilespacing = 480,0
velocity = -4.6,0
mask = 1

[Begin action 0]

2,0, 0,0, 5
2,1, 0,0, 5
2,2, 0,0, 5
2,3, 0,0, 5
2,4, 0,0, 5
2,5, 0,0, 5
2,6, 0,0, 5
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 5
2,13, 0,0, 5
2,14, 0,0, 5
2,15, 0,0, 5

[BG Cars]
type = anim
actionno = 3
start = 0,0
delta = 1,1
tile = 1,0
tilespacing = 1803,0
velocity = 5,0
mask = 1

[Begin action 3]

15,0, 0,0, 3
15,1, 0,0, 3
15,2, 0,0, 3
15,3, 0,0, 3
15,4, 0,0, 3
15,5, 0,0, 3
15,6, 0,0, 3
15,7, 0,0, 3
15,8, 0,0, 3
15,9, 0,0, 3
15,10, 0,0, 3
15,11, 0,0, 3

For the last thing you said regarding the sprite's x position in the SFF, do you mean that the x position has to be set to x=0 in order for it to work properly?