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Reno



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8th March, 2007 at 19:16:28 -

I know I shouldn't be asking because its probably simple. How do you load tiles in MMF2? I know you can use text blitter 1.5 to use tiles or use the 'snapshot n' save' method although is there a faster and easier way? If I were to use text blitter then how would I command collisions and such?

 
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Bo Fu



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8th March, 2007 at 22:46:20 -

I would probably have two Text Blitters. One would be the background tiles and would be behind the one that's blockable.

I don't use the Text Blitter method anymore, though.

 
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Bo Fu



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9th March, 2007 at 02:34:20 -

I was doing it wrong and got frustrated.

Can Text Blitter be pasted into the background as an obstacle?

 
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Tiles

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9th March, 2007 at 03:54:58 -

You could load your tileset into Overlay, and paste it in the correct position of the playfield then ...

 
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axel

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9th March, 2007 at 05:16:05 -

I believe Active Picture object can do blitting and stuff as well, since they fixed the Add Backdrop action in MMF2. How is collision detection a problem, if you're using Text Blitter?

 
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Bo Fu



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9th March, 2007 at 06:05:30 -

I just tried it. In a 512x512 frame, I laid out a level using a simple Text Blitter with an AB charset. A is a 32x32 square, and B is completely blank/transparent. I stuck a platform active in there and added the condition "Active collides with Text Blitter -> Stop Active." I stuck the active in the blank area, and when I started up, the Active was nowhere to be seen. I turned off the event, tried again, and then saw the Active fall through the screen like I expected. I didn't see any "Add Backdrop" option for Text Blitter, either.

 
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Reno



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9th March, 2007 at 06:23:03 -

see thats what I mean. I tried it before with no luck so I didn't think text blitter was the answer. BTW I never got a chance to use overlay untill now because MMF1 would crash every time I tried to use it and I even reinstalled it with no prevail.

 
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DaVince

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9th March, 2007 at 07:27:53 -

Ok, I'll be sure not to now.

 
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axel

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9th March, 2007 at 07:43:55 -

Try Active Picture then. It's got working collision detection, and it can blit a specific part of a picture onto the frame (which means you could have an entire tileset in one bitmap, and then just set the X and Y offset depending on the tile you want to blit). What else do you need?

 
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AndyUK

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9th March, 2007 at 19:18:27 -

Reno, i told you to ask Fifth on Thursday.

 
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Reno



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9th March, 2007 at 21:22:58 -

who is fifth? I don't have any means of contact with this person.

BTW Axel would this method of blitting tiles with active picture be effective and efficiant?

 
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AndyUK

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9th March, 2007 at 21:29:33 -

Look in the 'Show off your editor' thread then dcmail him.

 
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axel

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10th March, 2007 at 05:39:13 -

"BTW Axel would this method of blitting tiles with active picture be effective and efficiant?"

Compared to what? If there's only one candidate, then there's only one choice. Yes, it should be pretty efficient. All you you have to do to load an entire level, is you run a fastloop, blit the tiles as backdrop objects (on obstacle mode), and you're done.

Or, you could ask Fifth if he knows some better way to do it.

 
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Reno



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12th March, 2007 at 16:18:26 -

paste into background kills the background when you move away. I need them to be actives?

 
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Fifth

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12th March, 2007 at 17:05:13 -

Oops, I didn't see this thread until now!

No, there's no fine collision detection for the Text Blitter. I think that's what makes it run so fast (relatively).
So instead, you have to make your collisions relative to the level file itself, if that makes any sense. You can allocate a few values for your objects to test what kind of tile is above, below, and to either side, and use those to do appropriate collision detection.

Hmm, maybe an article would be a better means to explain it...

 
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