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PostPosted: Sat Sep 08, 2007 8:50 am 
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Could anyone make a tut on how to add a Combo box to the MapEditor
in wich i'm able to choose like Tiles1.bmp, Tiles2.bmp etc.
untill Tiles14.bmp, I've tried without success.


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PostPosted: Sat Sep 08, 2007 9:33 am 
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Use the onclick event to initialise the code which switches the sheets.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sat Sep 08, 2007 10:40 am 
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I haven't got any clue how this combo box works, I don't know how to make it select multiple options.


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PostPosted: Sat Sep 08, 2007 10:43 am 
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Add the different options in the properties then change the code accordingly.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sat Sep 08, 2007 11:01 am 
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EDIT: Figured it out I believe... or maybe not.


Last edited by JohnY on Sat Sep 08, 2007 11:19 am, edited 1 time in total.

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PostPosted: Sat Sep 08, 2007 11:19 am 
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EDIT:

My code:

frmMirage.ListBox.ListIndex = 0
frmMirage.picMapEditor.Visible = True
With frmMirage.picBackSelect
.Width = 7 * PIC_X
.Height = 255 * PIC_Y
.Picture = LoadPicture(App.Path + GFX_PATH + frmMirage.ListBox + GFX_EXT)

As soon as I select a different tilesheet it just scrolls back to the default. Any help?


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PostPosted: Sat Sep 08, 2007 12:51 pm 
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You have to delve.. into the land.. OF DIRECT X MAUEHAUSHEUAHSEUHAUEHAUEHAUSHEUHSA

-cries irl-

Elysium has it, you could just rip it from there ;o


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PostPosted: Sat Sep 08, 2007 1:10 pm 
Using more than one tileset is a lot harder than just adding a combo box to switch between them. You have to make sure you can map with the new tileset, have to make sure the map knows which tileset to pull the tiles from when it blits, etc, etc.

Just rip it from Elysium. It might be the only thing they actually did right.

No offense Sean. xD


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PostPosted: Sat Sep 08, 2007 4:53 pm 
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I dont see why you need more than 1 tileset =/

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PostPosted: Sat Sep 08, 2007 5:38 pm 
I use a massive tileset. Which means it has to load that entire massive tileset when it loads. If you use more than one tileset at smaller sizes, you could make it not load all at once and load only the tilleset you need.


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PostPosted: Sat Sep 08, 2007 6:24 pm 
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Perfekt wrote:
I use a massive tileset. Which means it has to load that entire massive tileset when it loads. If you use more than one tileset at smaller sizes, you could make it not load all at once and load only the tilleset you need.




You could.... but this is Mirage we're talking about :D


The best way to do it would to be only loading the individual tiles you need. Cashe them for a while, and then unload....

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PostPosted: Sat Sep 08, 2007 6:32 pm 
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Cashe?

o_o

It's actually pretty ideal to have tilesets load and unload if you need them or not for Winds Whisper, because they're only very small and you only need one per map because they're RM2K.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sat Sep 08, 2007 6:40 pm 
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Robin wrote:
Cashe?

o_o

It's actually pretty ideal to have tilesets load and unload if you need them or not for Winds Whisper, because they're only very small and you only need one per map because they're RM2K.



Let me explain...

When a tile is needed, load it from the disk. Use it while it's in use, and when it's not in use, mark it as so. Have a timer, say every 5 minutes, go around and unload the tiles from memory that are not in use.

That way, if I load a tile, then go to a map that doesn't use it, I hold on to it. When/if I come back right away, the tile is ready to go.

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PostPosted: Sat Sep 08, 2007 7:54 pm 
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You'd need to add a new tile property with tileset number and new direct x surfaces to load the new tileset

Then when blting the map, when checking the coords for the tile you need to draw, just check the tileset number as well

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PostPosted: Thu Sep 27, 2007 7:31 pm 
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Yeah I wonder where Elysium ripped their multi-tile code from *COUGHMRPGECOUGH*

:roll:


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PostPosted: Thu Sep 27, 2007 7:34 pm 
GameBoy wrote:
Yeah I wonder where Elysium ripped their multi-tile code from *COUGHMRPGECOUGH*

:roll:


How do you even know Sean ripped it at all?


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PostPosted: Thu Sep 27, 2007 7:58 pm 
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GameBoy wrote:
Yeah I wonder where Elysium ripped their multi-tile code from *COUGHMRPGECOUGH*

:roll:


The Konfuze milestone forums, christmas 2006, when Storm suggested it.

The idea, that is.


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PostPosted: Thu Sep 27, 2007 8:00 pm 
Fox wrote:
GameBoy wrote:
Yeah I wonder where Elysium ripped their multi-tile code from *COUGHMRPGECOUGH*

:roll:


The Konfuze milestone forums, christmas 2006, when Storm suggested it.

The idea, that is.


2006..? Konfuze was still around then..? O_o


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PostPosted: Thu Sep 27, 2007 8:14 pm 
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2005*.


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