that might help too
Retracting spike damaging tiles
Started by
Zerro
, Feb 12 2013 10:48 AM
22 replies to this topic
#16
Posted 12 February 2013 - 09:20 PM
#17
Posted 12 February 2013 - 10:04 PM
Ok,i figured it out,i don't think it is possible to make it to where they never do the same thing,i don't know why but i will try more and see what i can do.
#18
Posted 12 February 2013 - 10:12 PM
the 'Refresh animation when cycled to' fixed the frame skip.
I think I'm nearly there, just need refining. When I have 3 tiles next to each other on the map: 1, 2, 1 there will be a point where all 3 are retracted instead of the middle one extending as the outer two are retracted. I tried messing around with 1 & 3, changing them to 7:12 & 6:12, 6:12 & 7:12, and 6:12 & 6:12 but there was no change in animation.
I think I'm nearly there, just need refining. When I have 3 tiles next to each other on the map: 1, 2, 1 there will be a point where all 3 are retracted instead of the middle one extending as the outer two are retracted. I tried messing around with 1 & 3, changing them to 7:12 & 6:12, 6:12 & 7:12, and 6:12 & 6:12 but there was no change in animation.
#19
Posted 12 February 2013 - 10:17 PM
PLEASE READ!i figured it out,i don't think they will ever spike at the same time like this,what you do is set up your normal spikes(they can only be 15 graphics long though)then make the last of the tall spikes then smaller one smaller one Intel you get to blank tiles now(without spikes)make 6 of them then smallest spike then bigger one,bigger one then the tallest one,make the speed on both of them 7 and 15 frames,i hope you understand this,if you don't understand this just ask.and make 2 blocks fr your cycle,i don't know how to set that up though(well don't remember)
#20
Posted 12 February 2013 - 10:37 PM
Okay I think I finally got it:
Combos 1,2, 4 are the walkable combos. Combo 3 is the damaging combo. I tested it and it works and the animations flow well.
Combos 1,2, 4 are the walkable combos. Combo 3 is the damaging combo. I tested it and it works and the animations flow well.
Edited by Zerro, 12 February 2013 - 10:37 PM.
#21
Posted 12 February 2013 - 10:43 PM
coolgamer, you're sorely incorrect. This technique has worked just fine for ages, for anyone who knows how to do it.
Listen. You need to make a bunch of combos, all with the same number of Frames and Animation Speeds, and have them all cycle to each-other in one giant circle. Each combo would be a different phase of the spikes going in and out or staying up or down, some would be walkable like normal, some would harm you various amounts, etcetera.
The key is to have them all use the same Frames and Anim. Speeds. Never forget that. You CAN do it with "Refresh Upon Animation" sometimes, but the problem there is when one tile refreshes, all the tiles of the same type on the screen ALSO refresh, and that can glitch the timing up. On the other hand, I've been doing it the way I described it ever since ZC 1.92 beta 183, and it works without a hitch, even allowing separate phases of the spikes to coexist with each other to make those "walk in time with the spikes" puzzles work properly.
Good luck. I hope you get it working, and I'm sorry if some members here gave you confusing information. The technique seriously does work, even in older versions.
Listen. You need to make a bunch of combos, all with the same number of Frames and Animation Speeds, and have them all cycle to each-other in one giant circle. Each combo would be a different phase of the spikes going in and out or staying up or down, some would be walkable like normal, some would harm you various amounts, etcetera.
The key is to have them all use the same Frames and Anim. Speeds. Never forget that. You CAN do it with "Refresh Upon Animation" sometimes, but the problem there is when one tile refreshes, all the tiles of the same type on the screen ALSO refresh, and that can glitch the timing up. On the other hand, I've been doing it the way I described it ever since ZC 1.92 beta 183, and it works without a hitch, even allowing separate phases of the spikes to coexist with each other to make those "walk in time with the spikes" puzzles work properly.
Good luck. I hope you get it working, and I'm sorry if some members here gave you confusing information. The technique seriously does work, even in older versions.
#22
Posted 13 February 2013 - 09:35 AM
I agree with Schwa, if one combo cycled through 2 tiles, while the other cycled through three tiles, then by the time the second combo got to its third tile, the first combo would refresh back to its first tile.
1 A a
2 B b
3 A c
4 B a < - now A and a are out of sync, different from time 1
5 A b
and so on. when they glitch like that, it is because they are out of phase, or out of sync. setting everything with the same number of tiles and the same animation speed is a good way to avoid getting out of phase. Once you get used to setting them up though, there are other ways to keep them in phase with each other. Lets say, using the same example, the speed of the first combo was set to take 3 seconds per tile, and the other combos was set to take 2 seconds per tile.
1 A a
2 A a
3 A b
4 B b
5 B c
6 B c
-- cycle back --
1 A a ...
and so on. keep practicing and you'll get the hang of it
1 A a
2 B b
3 A c
4 B a < - now A and a are out of sync, different from time 1
5 A b
and so on. when they glitch like that, it is because they are out of phase, or out of sync. setting everything with the same number of tiles and the same animation speed is a good way to avoid getting out of phase. Once you get used to setting them up though, there are other ways to keep them in phase with each other. Lets say, using the same example, the speed of the first combo was set to take 3 seconds per tile, and the other combos was set to take 2 seconds per tile.
1 A a
2 A a
3 A b
4 B b
5 B c
6 B c
-- cycle back --
1 A a ...
and so on. keep practicing and you'll get the hang of it
#23
Posted 13 February 2013 - 12:45 PM
hmm....well the way i did worked fine too......also it is for 2.50.
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