Navigation

    Fuze Arena Logo
    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Help
    • Discord

    TileData using Image Created in Editor ?

    Help
    sprite sheet tiledata animation
    4
    7
    324
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Rxvlism
      Rxvlism last edited by

      Is there a way I can manually code in tile data ?

      I’ve created A sprite sheet using the Image Editor and when I use setSpriteAnimation() I get and error saying : Sprite image does not have tile data ?

      There are no tutorials regarding TileData but I’m sure there should be a way to split up your tile-sheet into tiles manually. ( X, Y, W, H )

      1 Reply Last reply Reply Quote 0
      • pianofire
        pianofire Fuze Team last edited by

        Unfortunately the image editor does not currently support this but I believe it will be in the first patch. In the meantime I'm afraid that you have to animate them yourself using setSpriteImage

        1 Reply Last reply Reply Quote 1
        • Rxvlism
          Rxvlism last edited by

          So each animation step will have to be a single sprite.

          1 Reply Last reply Reply Quote 0
          • pianofire
            pianofire Fuze Team last edited by

            At the moment yes. We are still waiting approval for the first patch. A lot of the built in sprite sheets will have tile data. Sorry!

            1 Reply Last reply Reply Quote 0
            • Rxvlism
              Rxvlism last edited by

              That’s totally fine thanks and updates are what I like to hear ! :)

              Hopefully ImageEditor Gets A pallet system

              1 Reply Last reply Reply Quote 0
              • sys64738
                sys64738 F last edited by

                Is it not possible to create a 50 x 50 image then set it to the draw target then use imageEX to paint a 400 x 50 image onto the 50 x 50 image and change the location parameter to choose which animation gets put onto the 50 x 50 image. Then set target to frame buffer to put the animation frame on screen?

                Or does painting a larger image onto a smaller image not work this way.

                1 Reply Last reply Reply Quote 0
                • Eearslya
                  Eearslya Donator last edited by

                  I've used that technique to Frankenstein two built-in sprite images together, so I can confirm that drawing a larger image onto a smaller one does work. Separate images is definitely the simpler solution, though.

                  1 Reply Last reply Reply Quote 0
                  • First post
                    Last post