Tiles in wrong order: Finalbossblues/torch
-
This would be nice to be used in animated maps.
-
Well spotted, yep I'd say they are indeed in the wrong order.
-
Alternatively a feature could be implemented to be able to select the tiles one by one for the map animation application.
-
fixing it might be dangrous though .. what if people used the assets alread in their game but saw it also it was wrong order and fixed it programmatically. If you'd fix the original assets their program won't behave the same as before when fuze gets updated
-
I think these are three animations:
0-3-6-9: just the flame
1-4-7-10: burning torch
2-5-9-11: empty torch (flame is now an enemy that walks around freely using the first animation, definitely not extinguished)I think the idea of being able to provide an array of tile numbers is quite a flexible solution. Alternatively maybe a step value could solve this as well (similar to the
step
value in afor
loop).Just thinking out loud...
-
There seems to be another map image (Finalbossblues/tf_winter_water) with tiles, that cannot be used in an animated map, I just retrieved this again:
https://fuzearena.com/forum/topic/940/not-all-tiles-shown-in-the-map-editor-spritesheet-view/12After reading your posts, I think the "Ctrl-Click" feature for animated map tile selection ;-) would avoid any code workarounds or break any code and fix all undiscovered tile sequence problems. (Also, code control about the map animation feature would open up some easy ways to setup an animated map, with very few code.)
-
this reminds me of RPGMAKER XP Tiles, an array can fix that just offset each frame by 2 to skip the 2 frames 0 -> ( 1-2 ) -> 3
i could be completely wrong