First, the general question: how many of you out there have ever actually animated your sprites to do non-looping actions? Looped ones are easy. Even combo cycles are doable, but for sprites they require lots of overlay and the use of level-specific palettes, since you can't use transparencies (being restricted to no layers).
Now, my problem: You may have heard me mention that I've created some animations of a fairy coming out of the Serenia's "pouch," hovering in a loop of undefined length, and then zipping back where it came from.
This can't really be done with level palette CSets, so therefore it needs transparencies, therefore layering, therefore no combo cycling on those layers. My first solution: Place Link adjacent to the top edge of the screen on unwalkable combos. Have the combos beneath him combo-cycle into a conveyor which sends him through the north side warp. The combo cycle is timed the same as the fairy animation. It did work reliably in my first test.
However, lag - or something else, unknown - kicked in.
![icon_sweat.gif](style_emoticons/default/icon_sweat.gif)
This is getting to be irritating... I want my fairy animation.
![icon_neutral.gif](style_emoticons/default/icon_neutral.gif)
![icon_biggrin.gif](style_emoticons/default/icon_biggrin.gif)
Edited by Radien, 29 September 2004 - 04:38 AM.