SephirothSpawn's Tilemap Bug?
#1
Hello and good day! I don't really need help with coding or anything (not yet at least o.o) I'm more here to just ask a basic question.

Anyways, what was the common complaint about SephirothSpawn's Tilemap re-write? Was it a game-crashing bug or a case of things not being displayed properly or what? I'm just curious because I might use it or at least take a swing at fixing the bug. Besides that, his extra autotiles script requires the Tilemap re-write which I hope to be implementing into my project soon.

Also, I have his 4.0 test bed, dated as 2007-07-31, he's never posted one beyond that date has he?

Thanks ahead of time for any info you might have.
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#2
It might've been fixed? At least, I have no problem with- oh, this is poccil's.

PHP Code:
<?php 
#==============================================================================
# ** poccil's Tilemap Rewrite
#------------------------------------------------------------------------------
# By: poccil
# http://www.hbgames.org/forums/viewtopic.php?f=11&t=37433&start=2
#
# minor edit and Comment additions by Draycos Goldaryn
#==============================================================================
#==============================================================================
# ** Custom Tilemap Autotiles
#------------------------------------------------------------------------------
# This class handles the autotiles
#==============================================================================
class CustomTilemapAutotiles
attr_accessor
:changed
def initialize
@changed=true
@tiles=[nil,nil,nil,nil,nil,nil,nil]
end
def
[]=(i,value)
@
tiles[i]=value
@changed=true
end
def
[](i)
return @
tiles[i]
end
end

#==============================================================================
# ** Tilemap (hidden class)
#------------------------------------------------------------------------------
# This class handles the map data to screen processing
#==============================================================================
class Tilemap
Animated_Autotiles_Frames
= 60
Autotiles
= [
[ [
27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
[
27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
[ [
27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
[
27, 28, 11, 12], [ 5, 28, 11, 12], [27, 6, 11, 12], [ 5, 6, 11, 12] ],
[ [
25, 26, 31, 32], [25, 6, 31, 32], [25, 26, 31, 12], [25, 6, 31, 12],
[
15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12] ],
[ [
29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
[
39, 40, 45, 46], [ 5, 40, 45, 46], [39, 6, 45, 46], [ 5, 6, 45, 46] ],
[ [
25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
[
17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48] ],
[ [
37, 38, 43, 44], [37, 6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
[
37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1, 2, 7, 8] ]
]
FlashOpacity=[100,90,80,70,80,90]
attr_reader :tileset
attr_reader
:autotiles
attr_reader
:map_data
attr_accessor
:flash_data
attr_accessor
:priorities
attr_reader
:visible
attr_accessor
:ox
attr_accessor
:oy
attr_reader
:viewport
def initialize
(viewport)
@
tileset = nil # Refers to Map Tileset Name
@autotiles = CustomTilemapAutotiles.new
@
map_data = nil # Refers to 3D Array Of Tile Settings
@flash_data = nil # Refers to 3D Array of Tile Flashdata
@priorities = nil # Refers to Tileset Priorities
@visible = true # Refers to Tileset Visibleness
@ox = 0 # Bitmap Offsets
@oy = 0 # bitmap Offsets
@plane = false
#this line is edited from the original
@selfviewport=Viewport.new(0,0,Game_Window.width,Game_Window.height)
@
viewport=viewport ? viewport : @selfviewport
@tiles=[]
@
autotileInfo=[]
@
regularTileInfo=[]
@
oldOx=0
@oldOy=0
@layer0=Sprite.new(viewport)
@
layer0.visible=true
@nowshown=false
@layer0.bitmap=Bitmap.new(@viewport.rect.width*2,@viewport.rect.height*2)
@
flash=nil
@layer0.ox=0
@layer0.oy=0
@oxLayer0=0
@oyLayer0=0
@oxFlash=0
@oyFlash=0
@layer0.z=0
@priotiles=[]
@
prioautotiles=[]
@
autosprites=[]
@
framecount=[]
@
tilesetChanged=true
@flashChanged=false
@firsttime=true
@disposed=false
@usedsprites=false
@layer0clip=true
@firsttimeflash=true
@fullyrefreshed=false
@fullyrefreshedautos=false
end
def disposed
?
return @
disposed
end
def flash_data
=(value)
@
flash_data=value
@flashChanged=true
end
def update
if @autotiles.changed
refresh_autotiles
repaintAutotiles
end
if @flashChanged
refresh_flash
end
if @tilesetChanged
refresh_tileset
end
if @flash
@flash.opacity=FlashOpacity[(Graphics.frame_count/2) % 6]
end
if !(@oldOx==@ox && @oldOy==@oy &&
!@
tilesetChanged &&
!@
autotiles.changed)
refresh
end
if (Graphics.frame_count % Animated_Autotiles_Frames == 0) || @nowshown
repaintAutotiles
refresh
(true)
end
@nowshown=false
@autotiles.changed=false
@tilesetChanged=false
end
def priorities
=(value)
@
priorities=value
@tilesetChanged=true
end
def tileset
=(value)
@
tileset=value
@tilesetChanged=true
end
def shown
?
return
false if !@visible
ysize
=@map_data.ysize
xsize
=@map_data.xsize
xStart
=(@ox/32)-1
xEnd
=((@ox+@viewport.rect.width)/32)+1
yStart
=(@oy/32)-1
yEnd
=((@oy+@viewport.rect.height)/32)+1
xStart
=0 if xStart<0
xStart
=xsize-1 if xStart>=xsize
xEnd
=0 if xEnd<0
xEnd
=xsize-1 if xEnd>=xsize
yStart
=0 if yStart<0
yStart
=ysize-1 if yStart>=ysize
yEnd
=0 if yEnd<0
yEnd
=ysize-1 if yEnd>=ysize
return (xStart<xEnd && yStart<yEnd)
end
def dispose
return if disposed?
@
help.dispose if @help
@help=nil
i
=0;len=@autotileInfo.length;while i<len
if @autotileInfo[i]
@
autotileInfo[i].dispose
@autotileInfo[i]=nil
end
i
+=1
end
i
=0;len=@regularTileInfo.length;while i<len
if @regularTileInfo[i]
@
regularTileInfo[i].dispose
@regularTileInfo[i]=nil
end
i
+=1
end
i
=0;len=@tiles.length;while i<len
@tiles[i].dispose
@tiles[i]=nil
i
+=2
end
i
=0;len=@autosprites.length;while i<len
@autosprites[i].dispose
@autosprites[i]=nil
i
+=2
end
if @layer0
@layer0.bitmap.dispose if !@layer0.disposed?
@
layer0.bitmap=nil if !@layer0.disposed?
@
layer0.dispose
@layer0=nil
end
if @flash
@flash.bitmap.dispose if !@flash.disposed?
@
flash.bitmap=nil if !@flash.disposed?
@
flash.dispose
@flash=nil
end
for i in 0...7
self
.autotiles[i]=nil
end
@tiles.clear
@autosprites.clear
@autotileInfo.clear
@regularTileInfo.clear
@tilemap=nil
@tileset=nil
@priorities=nil
@selfviewport.dispose
@selfviewport=nil
@disposed=true
end

def bltAutotile
(bitmap,x,y,id,frame)
return if
frame<0
autotile
=@autotiles[id/48-1]
return if !
autotile
if autotile.height==32
anim
=frame*32
src_rect
=Rect.new(anim,0,32,32)
bitmap.blt(x,y,autotile,src_rect)
else
anim=frame*96
id
%=48
tiles
= Autotiles[id>>3][id&7]
src=Rect.new(0,0,0,0)
for
i in 0...4
tile_position
= tiles[i] - 1
src
.set(tile_position % 6 * 16 + anim,
tile_position / 6 * 16, 16, 16)
bitmap.blt(i%2*16+x,i/2*16+y, autotile, src)
end
end
end

def autotileNumFrames
(id)
autotile=@autotiles[id/48-1]
return
0 if !autotile || autotile.disposed?
frames=1
if autotile.height==32
frames
=autotile.width/32
else
frames=autotile.width/96
end
return frames
end

def autotileFrame
(id)
autotile=@autotiles[id/48-1]
return -
1 if !autotile || autotile.disposed?
frames=1
if autotile.height==32
frames
=autotile.width/32
else
frames=autotile.width/96
end
return (Graphics.frame_count/Animated_Autotiles_Frames)%frames
end

def repaintAutotiles
for i in 0...@autotileInfo.length
next
if !@autotileInfo[i]
frame=autotileFrame(i)
bltAutotile(@autotileInfo[i],0,0,i,frame)
end
end

def getAutotile
(sprite,id)
anim=autotileFrame(id)
return if
anim<0
bitmap
=@autotileInfo[id]
if !
bitmap
bitmap
=Bitmap.new(32,32)
bltAutotile(bitmap,0,0,id,anim)
@
autotileInfo[id]=bitmap
end
sprite
.bitmap=bitmap if !sprite.equal?(bitmap) || sprite.bitmap!=bitmap
end

def getRegularTile
(sprite,id)
if
false
sprite
.bitmap=@tileset if !sprite.equal?(@tileset) || sprite.bitmap!=@tileset
sprite
.src_rect.set((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
else
bitmap=@regularTileInfo[id]
if !
bitmap
bitmap
=Bitmap.new(32,32)
rect=Rect.new((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
bitmap.blt(0,0,@tileset,rect)
@
regularTileInfo[id]=bitmap
end
sprite
.bitmap=bitmap if !sprite.equal?(bitmap) || sprite.bitmap!=bitmap
end
end

def addTile
(tiles,count,xpos,ypos,id)
if
id>=384
if count>=tiles.length
sprite
=Sprite.new(@viewport)
tiles.push(sprite,0)
else
sprite=tiles[count]
tiles[count+1]=0
end
sprite
.visible=@visible
sprite
.x=xpos
sprite
.y=ypos
getRegularTile
(sprite,id)
spriteZ=(@priorities[id]==0||!@priorities[id]) ? 0 : ypos+@priorities[id]*32+32
sprite
.z=spriteZ
count
+=2
else
if
count>=tiles.length
sprite
=Sprite.new(@viewport)
tiles.push(sprite,1)
else
sprite=tiles[count]
tiles[count+1]=1
end
sprite
.visible=@visible
sprite
.x=xpos
sprite
.y=ypos
getAutotile
(sprite,id)
spriteZ=(@priorities[id]==0||!@priorities[id]) ? 0 : ypos+@priorities[id]*32+32
sprite
.z=spriteZ
count
+=2
end
return count
end

def refresh_tileset
i
=0;len=@regularTileInfo.length;while i<len
if @regularTileInfo[i]
@
regularTileInfo[i].dispose
@regularTileInfo[i]=nil
end
i
+=1
end
@regularTileInfo.clear
@priotiles.clear
ysize
=@map_data.ysize
xsize
=@map_data.xsize
zsize
=@map_data.zsize
if xsize>100 || ysize>100
@fullyrefreshed=false
else
for
z in 0...zsize
for y in 0...ysize
for x in 0...xsize
id
= @map_data[x, y, z]
next if id==0 || !@priorities[id]
next if @priorities[id]==0
@priotiles.push([x,y,z,id])
end
end
end
@fullyrefreshed=true
end
end

def refresh_flash
if @flash_data && !@flash
@flash=Sprite.new(viewport)
@
flash.visible=true
@flash.z=1
@flash.blend_type=1
@flash.bitmap=Bitmap.new(@viewport.rect.width*2,@viewport.rect.height*2)
@
firsttimeflash=true
elsif
!@flash_data && @flash
@flash.bitmap.dispose if @flash.bitmap
@flash.dispose
@flash=nil
@firsttimeflash=false
end
end

def refresh_autotiles
i
=0;len=@autotileInfo.length;while i<len
if @autotileInfo[i]
@
autotileInfo[i].dispose
@autotileInfo[i]=nil
end
i
+=1
end
i
=0;len=@autosprites.length;while i<len
if @autosprites[i]
@
autosprites[i].dispose
@autosprites[i]=nil
end
i
+=2
end
@autosprites.clear
@autotileInfo.clear
@prioautotiles.clear
hasanimated
=false
for i in 0...7
numframes
=autotileNumFrames(48*(i+1))
hasanimated=true if numframes>=2
@framecount[i]=numframes
end
if hasanimated
ysize
=@map_data.ysize
xsize
=@map_data.xsize
zsize
=@map_data.zsize
if xsize>100 || ysize>100
@fullyrefreshedautos=false
else
for
y in 0...ysize
for x in 0...xsize
haveautotile
=false
for z in 0...zsize
id
= @map_data[x, y, z]
next if id==0 || id>=384 || @priorities[id]!=0 || !@priorities[id]
next if @framecount[id/48-1]<2
haveautotile
=true
break
end
@prioautotiles.push([x,y]) if haveautotile
end
end
@fullyrefreshedautos=true
end
else
@
fullyrefreshedautos=true
end
end

def map_data
=(value)
@
map_data=value
@tilesetChanged=true
end

def refreshFlashSprite
return if !@flash || @flash_data.nil?
ptX=@ox-@oxFlash
ptY
=@oy-@oyFlash
if !@firsttimeflash && !@usedsprites &&
ptX>=0 && ptX+@viewport.rect.width<=@flash.bitmap.width &&
ptY>=0 && ptY+@viewport.rect.height<=@flash.bitmap.height
@flash.ox=0
@flash.oy=0
@flash.src_rect.set(ptX.round,ptY.round,
@
viewport.rect.width,@viewport.rect.height)
return
end
width
=@flash.bitmap.width
height
=@flash.bitmap.height
bitmap
=@flash.bitmap
ysize
=@map_data.ysize
xsize
=@map_data.xsize
zsize
=@map_data.zsize
@firsttimeflash=false
@oxFlash=@ox-(width>>2)
@
oyFlash=@oy-(height>>2)
@
flash.ox=0
@flash.oy=0
@flash.src_rect.set(width>>2,height>>2,
@
viewport.rect.width,@viewport.rect.height)
@
flash.bitmap.clear
@oxFlash=@oxFlash.floor
@oyFlash=@oyFlash.floor
xStart
=(@oxFlash>>5)
xStart=0 if xStart<0
yStart
=(@oyFlash>>5)
yStart=0 if yStart<0
xEnd
=xStart+(width>>5)+1
yEnd
=yStart+(height>>5)+1
xEnd
=xsize if xEnd>=xsize
yEnd
=ysize if yEnd>=ysize
if xStart<xEnd && yStart<yEnd
yrange
=yStart...yEnd
xrange
=xStart...xEnd
tmpcolor
=Color.new(0,0,0,0)
for
y in yrange
ypos
=(y<<5)-@oyFlash
for x in xrange
xpos
=(x<<5)-@oxFlash
id
= @flash_data[x, y, 0]
r=(id>>8)&15
g
=(id>>4)&15
b
=(id)&15
tmpcolor
.set(r*16,g*16,b*16)
bitmap.fill_rect(xpos,ypos,32,32,tmpcolor)
end
end
end
end


def refreshLayer0
(autotiles=false)
ptX=@ox-@oxLayer0
ptY
=@oy-@oyLayer0
if !autotiles && !@firsttime && !@usedsprites &&
ptX>=0 && ptX+@viewport.rect.width<=@layer0.bitmap.width &&
ptY>=0 && ptY+@viewport.rect.height<=@layer0.bitmap.height
if @layer0clip
@layer0.ox=0
@layer0.oy=0
@layer0.src_rect.set(ptX.round,ptY.round,
@
viewport.rect.width,@viewport.rect.height)
else
@
layer0.ox=ptX.round
@layer0.oy=ptY.round
@layer0.src_rect.set(0,0,@layer0.bitmap.width,@layer0.bitmap.height)
end
return true
end
width
=@layer0.bitmap.width
height
=@layer0.bitmap.height
bitmap
=@layer0.bitmap
ysize
=@map_data.ysize
xsize
=@map_data.xsize
zsize
=@map_data.zsize
if autotiles
return true if @fullyrefreshedautos && @prioautotiles.length==0
return true if !shown?
xStart=(@oxLayer0>>5)
xStart=0 if xStart<0
yStart
=(@oyLayer0>>5)
yStart=0 if yStart<0
xEnd
=xStart+(width>>5)+1
yEnd
=yStart+(height>>5)+1
xEnd
=xsize if xEnd>xsize
yEnd
=ysize if yEnd>ysize
return true if xStart>=xEnd || yStart>=yEnd
trans
=Color.new(0,0,0,0)
temprect=Rect.new(0,0,0,0)
tilerect=Rect.new(0,0,32,32)
range=0...zsize
overallcount
=0
count
=0
if !@fullyrefreshedautos
for y in yStart..yEnd
for x in xStart..xEnd
haveautotile
=false
for z in range
id
= @map_data[x, y, z]
next if id<48 || id>=384 || @priorities[id]!=0 || !@priorities[id]
next if @framecount[id/48-1]<2
haveautotile
=true
break
end
next
if !haveautotile
overallcount
+=1
xpos
=(x<<5)-@oxLayer0
ypos
=(y<<5)-@oyLayer0
bitmap
.fill_rect(xpos,ypos,0,0,trans) if overallcount<=2000
for z in range
id
= @map_data[x,y,z]
next if id<48 || @priorities[id]!=0 || !@priorities[id]
if
overallcount>2000
count
=addTile(@autosprites,count,xpos,ypos,id)
next
elsif id
>=384
temprect
.set((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
bitmap.blt(xpos,ypos,@tileset,temprect)
else
tilebitmap=@autotileInfo[id]
if !
tilebitmap
anim
=autotileFrame(id)
next if anim<0
tilebitmap
=Bitmap.new(32,32)
bltAutotile(tilebitmap,0,0,id,anim)
@
autotileInfo[id]=tilebitmap
end
bitmap
.blt(xpos,ypos,tilebitmap,tilerect)
end
end
end
end
else
for
tile in @prioautotiles
x
=tile[0]
y=tile[1]
next if x<xStart||x>xEnd
next
if y<yStart||y>yEnd
overallcount
+=1
xpos
=(x<<5)-@oxLayer0
ypos
=(y<<5)-@oyLayer0
bitmap
.fill_rect(xpos,ypos,0,0,trans) if overallcount<=2000
for z in range
id
= @map_data[x,y,z]
next if id<48 || @priorities[id]!=0 || !@priorities[id]
if
overallcount>2000
count
=addTile(@autosprites,count,xpos,ypos,id)
next
elsif id
>=384
temprect
.set((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
bitmap.blt(xpos,ypos,@tileset,temprect)
else
tilebitmap=@autotileInfo[id]
if !
tilebitmap
anim
=autotileFrame(id)
next if anim<0
tilebitmap
=Bitmap.new(32,32)
bltAutotile(tilebitmap,0,0,id,anim)
@
autotileInfo[id]=tilebitmap
end
bitmap
.blt(xpos,ypos,tilebitmap,tilerect)
end
end
end
end
Graphics
.frame_reset if overallcount>2000
@usedsprites=false
return true
end
return false if @usedsprites
@firsttime=false
@oxLayer0=@ox-(width>>2)
@
oyLayer0=@oy-(height>>2)
if @
layer0clip
@layer0.ox=0
@layer0.oy=0
@layer0.src_rect.set(width>>2,height>>2,
@
viewport.rect.width,@viewport.rect.height)
else
@
layer0.ox=(width>>2)
@
layer0.oy=(height>>2)
end
@layer0.bitmap.clear
@oxLayer0=@oxLayer0.floor
@oyLayer0=@oyLayer0.floor
xStart
=(@oxLayer0>>5)
xStart=0 if xStart<0
yStart
=(@oyLayer0>>5)
yStart=0 if yStart<0
xEnd
=xStart+(width>>5)+1
yEnd
=yStart+(height>>5)+1
xEnd
=xsize if xEnd>=xsize
yEnd
=ysize if yEnd>=ysize
if xStart<xEnd && yStart<yEnd
tmprect
=Rect.new(0,0,0,0)
yrange=yStart...yEnd
xrange
=xStart...xEnd
for z in 0...zsize
for y in yrange
ypos
=(y<<5)-@oyLayer0
for x in xrange
xpos
=(x<<5)-@oxLayer0
id
= @map_data[x, y, z]
next if id==0 || @priorities[id]!=0 || !@priorities[id]
if
id>=384
tmprect
.set((id - 384) % 8 * 32, (id - 384) / 8 * 32,32,32)
bitmap.blt(xpos,ypos,@tileset,tmprect)
else
frame=autotileFrame(id)
bltAutotile(bitmap,xpos,ypos,id,frame)
end
end
end
end
Graphics
.frame_reset
end
return true
end
def getResizeFactor
return $ResizeFactor ? $ResizeFactor : 1.0
end
def ox
=(val)
val=(val*getResizeFactor).to_i
val
=(val/getResizeFactor).to_i
wasshown
=self.shown?
@
ox=val.floor
@nowshown=(!wasshown && self.shown?)
end
def oy
=(val)
val=(val*getResizeFactor).to_i
val
=(val/getResizeFactor).to_i
wasshown
=self.shown?
@
oy=val.floor
@nowshown=(!wasshown && self.shown?)
end
def visible
=(val)
wasshown=@visible
@visible=val
@nowshown=(!wasshown && val)
end
def refresh
(autotiles=false)
@
oldOx=@ox
@oldOy=@oy
usesprites
=false
if @layer0
@layer0.visible=@visible
usesprites
=!refreshLayer0(autotiles)
if
autotiles && !usesprites
return
end
else
usesprites=true
end
refreshFlashSprite
vpx
=@viewport.rect.x
vpy
=@viewport.rect.y
vpr
=@viewport.rect.width+vpx
vpb
=@viewport.rect.height+vpy
xsize
=@map_data.xsize
ysize
=@map_data.ysize
minX
=(@ox/32)-1
maxX
=((@ox+@viewport.rect.width)/32)+1
minY
=(@oy/32)-1
maxY
=((@oy+@viewport.rect.height)/32)+1
minX
=0 if minX<0
minX
=xsize-1 if minX>=xsize
maxX
=0 if maxX<0
maxX
=xsize-1 if maxX>=xsize
minY
=0 if minY<0
minY
=ysize-1 if minY>=ysize
maxY
=0 if maxY<0
maxY
=ysize-1 if maxY>=ysize
count
=0
if minX<maxX && minY<maxY
@usedsprites=usesprites || @usedsprites
if @layer0
@layer0.visible=false if usesprites
end
if @fullyrefreshed
for prio in @priotiles
next
if prio[0]<minX||prio[0]>maxX
next
if prio[1]<minY||prio[1]>maxY
id
=prio[3]
xpos=(prio[0]<<5)-@ox
ypos
=(prio[1]<<5)-@oy
count
=addTile(@tiles,count,xpos,ypos,id)
end
else
for
z in 0...@map_data.zsize
for y in minY..maxY
for x in minX..maxX
id
= @map_data[x, y, z]
next if id==0 || !@priorities[id]
next if @priorities[id]==0
xpos
=(x<<5)-@ox
ypos
=(y<<5)-@oy
count
=addTile(@tiles,count,xpos,ypos,id)
end
end
end
end
end
if count<@tiles.length
bigchange
=(count<=(@tiles.length*2/3)) && (@tiles.length*2/3)>25
j
=count;len=@tiles.length;while j<len
sprite
=@tiles[j]
@
tiles[j+1]=-1
if bigchange
sprite
.dispose
@tiles[j]=nil
@tiles[j+1]=nil
elsif
!@tiles[j].disposed?
sprite.visible=false if sprite.visible
end
j
+=2
end
@tiles.compact! if bigchange
end
end

end

Perhaps you can work that addons on to this version, or it could help in some way? (If autotiles are too slow, you might just need to alter Animated_Autotiles_Frames.)
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#3
Tomorrow I'm going to start a test build using Seph's material as-is, but if I do find any errors I'll attempt to fix them and post an updated version. I suppose I should save Poccil's just so I have it somewhere, as well as Me™'s.

Thanks :D
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NEW ALBUM OUT NOW!

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