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METHODZ Novice

Age:39 Gender: Joined: Feb 04 2003 Posts: 51 Location: Florida Offline
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Wed Oct 15, 2003 1:58 pm Post subject: Re: Safety.bmp |
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Quote: | OutFile=UW.lvz
File=bombs.bm2
File=bullets.bm2
File=Empburst.bm2
File=Engyfont.bm2
File=exhaust.bm2
File=explode1.bm2
File=explode2.bm2
File=flag.bm2
File=Icons.bm2
File=king.bm2
File=mines.bm2
File=prizes.bm2
File=repel.bm2
File=rocket.bm2
File=spark.bm2
File=ssshield.bm2
File=turret.bm2
File=victory.wa2
File=Wall.bm2
File=warppnt.bm2
file=safety.bmp
[objectimages]
IMAGE0=safety.bmp
[mapobjects]
x,y,image0,aftertiles,showalways |
x is horizontal coordinate (in pixels)
y is vertical coordinate (in pixels)
assuming your safety TILES are perfectly CENTERED on the map, then what you want to do is have "8192-(1/2 width of image)" for x and "8192-(1/2 height of image)" for y
for example: if you have an image that is 500 pixels wide and 200 pixels high, you'd use "7942,8092,image0,aftertiles,showalways" (7942 being 8192-250 [250 being half of 500] and 8092 being 8192-100 [100 being half of 200])
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fyi - you had "IMAGE0=safety.bmp,512,512,0"
the numbers on that line are for animated image tiling specification and animation speed
so....well, you had specified that safety.bmp be divided into 512 frames horizontally and 512 more frames verticallys (512 frame row, then down to the next) - that would also specify the speed to be 0 ...so...heh, just don't bother putting numbers there until you want to deal with animated images - and if that happens, ask someone here to show you how
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also you might save some download time by using .jpg, .gif or .png instead of .bmp (I'm assuming the .bm2's you use are .bmp's) |
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METHODZ Novice

Age:39 Gender: Joined: Feb 04 2003 Posts: 51 Location: Florida Offline
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Posted: Wed Oct 15, 2003 3:26 pm Post subject: |
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Ty, ya your right it was off trying to move dont know how lol |
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