Game Development Community

Image maps, single frame animations

by Neil Fontaine · in Torque X 2D · 12/14/2009 (2:36 pm) · 8 replies

Okay, so I doubloaded the demo, and read through all the documents and tutorials. I ever read the ones for TGB, but I have a question.

So, I make an image map, Cell, say 4x4. How do I place just one of those cells, say cell 2 into the level? Do I have to make a single frame animation, (static animation), and place that animation in the project?

Is it necessary to make a template object for background images that you are going to repeat several times? Say a platform I am going to place several times in a level. Say it has a unique polygon collision, which would be a pain to draw over and over on ever static animation piece in the level, would a template be the only way to not have to redraw the collision? I am not the programmer. I am the artist, game and level designer, so I can't program at all.

If programming is the only way to avoid drawing the collosion over and over for ever instance of an image, then what is the best method, so I can have him do it for me, then I can use the asset when designing the level.

Thank you so much guys/gals.

#1
12/14/2009 (3:47 pm)
If you use TXB and create a static sprite that consists of several images you can switch to Edit and choose the Frame you want.

If you have an object that you use often in one level you can create it, add the collision poly and copy and paste it.
#2
12/14/2009 (4:11 pm)
Thanks for answers. The static sprite thing works. So easy to do too.

However, copy and pasting only copies the image map and not the collision. I create the image map, then place it in the scene, then hover mouse over and edit the collision polygon. Then I went to edit, copy and paste. It paste a copy of the image, but the collisions are not there on the new version.

Did I do something wrong?

I'm using Torque X 2D.

#3
12/14/2009 (4:14 pm)
Works fine for me, when the collision poly has at least 4 points. What version of the editor are you using?
#4
12/14/2009 (4:28 pm)
TXB 2.0.0.0

The poly has several points. I even tried naming the object first to see if that was the problem.

I could make a youtube video of me quickly trying it to see if I am doing something wrong.

#5
12/14/2009 (4:41 pm)
http://www.youtube.com/watch?v=ORmklXDfFh0

Here is a video of me trying it. It is like 20 seconds long.
#6
12/14/2009 (5:07 pm)
Ja, it seems to not always work. I posted a video reply on YouTube to show that it works at least sometimes. I did not find out what is different when it works.
#7
12/15/2009 (10:05 am)
I know how to copy and paste the polys now, no matter how many or how complex.

http://www.torquepowered.com/community/forums/viewthread/107399/1#comment_form

But you have to copy and paste code. It wasn't too much trouble, though.
#8
12/17/2009 (9:25 pm)
I found even a better way to copy collisions for an object using templates. No coding needed. It can all be done in Torque.

http://www.youtube.com/watch?v=ExDvAFfnPO0