Apr 2, 2011 at 7:31 PM
Join Date: May 28, 2008
Location: PMMM MMO
Posts: 3713
Age: 32
Wouldn't the rain not fall then, WR?
Yeah, I suppose that could work. Although does anyone know how to make it make a sound on creation? (Like, in a hex editor.)Lace said:Depends.
You could utilize the water drip from the first cave, or do something like what gir did and use the special water bg.
A real rain generator, though, you will not be able to do unless you feel like A) crashing your system or B) forcing someone to create a particle system.
Good point.GIRakaCHEEZER said:Wouldn't the rain not fall then, WR?
WoodenRat said:it would be animated. Replace it with the fire sprite, or whatever.
LunarSoul said:Also, it would only rain for a few seconds.
Yay for repetitiveness!
LunarSoul said:Oh. Really?
..Oh, right.
But what when they reach the bottom of the map? You'd have to program them to reappear at the top.
That's a really cool idea!Dubby said:However, if it were to be done in assembly, the easiest method would likely be to add a 'weather' TSC command that'd take two inputs (X axis speed, Y axis speed), and a command to stop the weather effect. However since you can't have negative numbers, they'd both need to be considered as + or - some arbitrary number such as 4000. You'd also need to dedicate a few tileset tiles (in the exact same position for every map) for 'weather particles' (16x16 tiles, several of them). The "weather effect" would need to render after background tiles, and before foreground tiles. The wind tiles' rendering has a handy method for scooting the sprite around one pixel at a time, and animating that tile simultaneously. The function would render these over the whole screen. This way you could simulate many different 'particles' by customizing the speed (direction) and the sprites on the map's tileset. You could do stuff like rain, snow, a dust storm, falling leaves, even something really fancy like rising embers for a 'lava' map; and since it's all in TSC, you could have the 'pseudo particles' look like they change direction. Alot would be possible with this, I think.
Dubby said:However, if it were to be done in assembly, the easiest method would likely be to add a 'weather' TSC command that'd take two inputs (X axis speed, Y axis speed), and a command to stop the weather effect. However since you can't have negative numbers, they'd both need to be considered as + or - some arbitrary number such as 4000. You'd also need to dedicate a few tileset tiles (in the exact same position for every map) for 'weather particles' (16x16 tiles, several of them). The "weather effect" would need to render after background tiles, and before foreground tiles. The wind tiles' rendering has a handy method for scooting the sprite around one pixel at a time, and animating that tile simultaneously. The function would render these over the whole screen. This way you could simulate many different 'particles' by customizing the speed (direction) and the sprites on the map's tileset. You could do stuff like rain, snow, a dust storm, falling leaves, even something really fancy like rising embers for a 'lava' map; and since it's all in TSC, you could have the 'pseudo particles' look like they change direction. Alot would be possible with this, I think.
Hmm, I should make a note of that.GIRakaCHEEZER said:It's actually not a good idea to render them before the foreground tiles, since if you do then it'll look like it's raining/snowing inside an area with overhang (an area that there shouldn't be any rain falling into).
Also negative numbers are possible:
-1 = /
-2 = .
-3 = -
-4 = ,
-5 = +
-6 = *
-7 = )
-8 = (
-9 = '
LunarSoul said:Hmm, I should make a note of that.
So, would you put those symbols throughout the entire number (like, ++++ for -5) or just for the first digit (like +555 for -5)?
So, 445? Or some odd number that crashes the game?GIRakaCHEEZER said:05++ would be 500 - 55