Custom scene with animation.

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Enzo Ferracini
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Custom scene with animation.

Postby Enzo Ferracini » Sun Nov 22, 2020 11:33 am

I want to make a personalized scene. But I only know how to make without animation. How do with animation?
Last edited by Enzo Ferracini on Fri Nov 27, 2020 11:30 am, edited 1 time in total.

Fuyu
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Re: Custom scenery with animation.

Postby Fuyu » Sun Nov 22, 2020 2:47 pm

Which version of SMBX do you use?

Enzo Ferracini
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Re: Custom scenery with animation.

Postby Enzo Ferracini » Sun Nov 22, 2020 3:08 pm

Fuyu wrote:
Sun Nov 22, 2020 2:47 pm
Which version of SMBX do you use?
SMBX 2.0 Beta 4

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Re: Custom scenery with animation.

Postby Fuyu » Sun Nov 22, 2020 3:40 pm

I assume you mean for the overworld. SMBX 2.0 works like this; anything seen from PGE, which is the editing side of the engine, loads INI files telling it how to show its graphics in it. When playtesting, or regular playing, the engine turns to TXT files telling it how to show the graphics ingame.

If you intend to add frames of animation to your scenes you need to make a TXT file with the following line:

Code: Select all

frames=N
N is the number of frames your image has.

Making an INI file also helps as it allows you to test how the image would animate without having to launch the game to see it in action.

Emral
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Re: Custom scenery with animation.

Postby Emral » Sun Nov 22, 2020 3:45 pm

Fuyu wrote:
Sun Nov 22, 2020 3:40 pm
I assume you mean for the overworld. SMBX 2.0 works like this; anything seen from PGE, which is the editing side of the engine, loads INI files telling it how to show its graphics in it. When playtesting, or regular playing, the engine turns to TXT files telling it how to show the graphics ingame.

If you intend to add frames of animation to your scenes you need to make a TXT file with the following line:

Code: Select all

frames=N
N is the number of frames your image has.

Making an INI file also helps as it allows you to test how the image would animate without having to launch the game to see it in action.
there are no text files for world map scenery. also while i'm here: it's smbx2 not smbx 2.0.

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Re: Custom scenery with animation.

Postby Fuyu » Sun Nov 22, 2020 3:58 pm

My bad, I didn't know you needed Core's library for it to work.

Enzo Ferracini
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Re: Custom scenery with animation.

Postby Enzo Ferracini » Sun Nov 22, 2020 4:22 pm

Fuyu wrote:
Sun Nov 22, 2020 3:40 pm
I assume you mean for the overworld. SMBX 2.0 works like this; anything seen from PGE, which is the editing side of the engine, loads INI files telling it how to show its graphics in it. When playtesting, or regular playing, the engine turns to TXT files telling it how to show the graphics ingame.

If you intend to add frames of animation to your scenes you need to make a TXT file with the following line:

Code: Select all

frames=N
N is the number of frames your image has.

Making an INI file also helps as it allows you to test how the image would animate without having to launch the game to see it in action.
It worked. Thanks.

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Re: Custom scenery with animation.

Postby Emral » Mon Nov 23, 2020 1:07 am

oh so background objects were probably meant, not sceneries.


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