I'm using 4 of them joined together like so. That way it looks like a single combo, since it glitches if you try to use a single 32x32 combo.
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I'm using 4 of them joined together like so. That way it looks like a single combo, since it glitches if you try to use a single 32x32 combo.
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Define 'glitches'.
Note that a large FFC uses the surrounding tiles, not combos.
Big moving ffcs: Incorrect render. Renders only one tile, not the entire combo.
Big animated wide ffcs: Incorrect animation.
About the animation, you have to keep in mind about the tiles thing. You need to put the tiles in the animation order, and then use the Skip X option to do the animation. I'll put together an example tonight when I get home.
It works well for me.
And it probably works great for the creator also.
Confirmed. Although I haven't done any extensive testing, I ran into the same problem when writing my own version of this script.
I think it has something to do with Link's NES style movement code. It resists moving him in certain ways via script. But, when I enabled Diagonal Movement, suddenly it worked properly.
(I then ran into an issue with a platform moving at a fractional speed, but Link's position not storing decimals! I think Link's position should include the fraction, even if it's truncated for the purpose of determining his position)
(sorry about the double post, this is a reply to a different post)
Make sure your changers have the same TileWidth/Height and EffectWidth/Height settings. This is important, because any FFC that gets changed will inherit those settings!
Here's how you have to layout your tiles:
http://zctut.com/other/ffc1.png
Note that they're all side-by-side.
And, here's how you lay out the combos:
http://zctut.com/other/ffc2.png
Note there's only one combo for the whole FFC. Let's take a closer look at that combo, hmm?
http://zctut.com/other/ffc3.png
Ah, there! A.Skip X! Use that so the animation will jump from tile 0 to tile 2 to tile 4, etc, thus giving you the proper animation.
It's not buggy.