animated tiles

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Len
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animated tiles

Post by Len »

what format do they need to be in? is it fine if they are 32 by 32 animated GIFs?

would this work (if not can I have an example)

or like this? can I have multiple directional tiles on the same tileset?



or like this and just how would you map with this?
Last edited by Len on 17 Dec 2009, 06:24, edited 1 time in total.
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Crush
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Re: animated tiles

Post by Crush »

water6.png will work. Instructions for defining tile animation sequences and work with them can be found in the mapping tutorial on the wiki (I would post the link but I am posting from my mobile phone right now).

By the way, I would suggest to add a water tile marked with a visible direction arrow for each of the water animations, define animation sequences of the unmarked tiles for them and use the marked tiles for mapping. The animated tile itself doesn't have to apear in its own animation sequence and thus will never appear itself in the game (unless the user uses a pre-animation client. Then this tile will be used as a placeholder for the animation).
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Len
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Re: animated tiles

Post by Len »

Crush wrote:water6.png will work. Instructions for defining tile animation sequences and work with them can be found in the mapping tutorial on the wiki (I would post the link but I am posting from my mobile phone right now)
thanks I should be able to find it
Animated tiles

To make a type of tiles animated go to Tilesets->Tileset Manager. Then select the tileset with the tile and all of its animation frames (they have to be on one tileset) and click on the icon with a pencil on a piece of paper (the tooltip reads "Edit...").

Select the tile you want to be animated on the list to the left. You should see a table on the right with two columns named "Name" and "Value". You have to describe the animation of the tile in this table. Here an example for a 3-phase animation:

NAME VALUE
animation-frame0 0
animation-delay0 100
animation-frame1 16
animation-delay1 100
animation-frame2 48
animation-delay2 100

animation-frameX is the Tile number (as shown in the list on the left) and animation-delayX is how long it is shown (100 is equal to one second).

The animation does not show up in Tiled. ]
what a pain
By the way, I would suggest to add a water tile marked with a visible direction arrow for each of the water animations, define animation sequences of the unmarked tiles for them and use the marked tiles for mapping. The animated tile itself doesn't have to apear in its own animation sequence and thus will never appear itself in the game (unless the user uses a pre-animation client. Then this tile will be used as a placeholder for the animation).
Edit: didn't see this the first read thanks
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Len
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Re: animated tiles

Post by Len »

aaaaaa.png
aaaaaa.png (104.6 KiB) Viewed 967 times
I'm guessing laying out like this is what you had in mind
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Crush
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Re: animated tiles

Post by Crush »

Yes, that's what I meant.

By the way, creating animations can be much easier when you edit the map file with a text editor.
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Jaxad0127
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Re: animated tiles

Post by Jaxad0127 »

Crush wrote:(unless the user uses a pre-animation client. Then this tile will be used as a placeholder for the animation).
Considering that WoA is using ManaServ, that won't be an issue. But for eAthena-based worlds, it can be.
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