It doesn't seem like it would be as efficient to use multiple backgrounds mostly because they're larger in general (although nowadays 320x200 images are relatively small), and in fact you might want more interactivity with say the disco ball or jukebox to make the world seem a little bit more alive. Plus everything in the "background" animation has to run at the same speed same number of frames, etc. Like you could cut down to two frames for the disco ball but leave the jukebox at 5.
@Uhfgood Yes, that's true, good points. Animating Backgrounds are typically used for stuff that can't really be interacted with, like a waterfall for instance. You could do the same thing with individual animating objects. It's really just a matter of what you're planning to do with it and how you prefer to design the game.
I just found half an answer with the 'SetBackgroundFrame(#);' command -- I suppose using that on a loop in another function could create a triggered 'animation'.
You can vary the animation speed, but just not on individual frames. So, you can speed up the animation as a whole, but you can't speed up or slow down certain frames of the animation individually. It's actually not that limiting, because if you need anything more advanced than 5 frames of animation you can always do it with objects and views.
No, there's no way to set the animation delay on individual frames in an animating background. The best you could do is repeat certain frames more than once to make it last longer before the next frame appears, but with the severely limited number of background frames that AGS allows (5 I think), this isn't really too helpful...
i have 4 rooms (the same one but with a sign changing colors). when i try to import a new backgound a text appears saying that cannot change the background beacause one room is 898x751 and the other is 898x750
but when i look in the definition of the image the size is the same.
It doesn't seem like it would be as efficient to use multiple backgrounds mostly because they're larger in general (although nowadays 320x200 images are relatively small), and in fact you might want more interactivity with say the disco ball or jukebox to make the world seem a little bit more alive. Plus everything in the "background" animation has to run at the same speed same number of frames, etc. Like you could cut down to two frames for the disco ball but leave the jukebox at 5.
Uhfgood 11 months ago
@Uhfgood Yes, that's true, good points. Animating Backgrounds are typically used for stuff that can't really be interacted with, like a waterfall for instance. You could do the same thing with individual animating objects. It's really just a matter of what you're planning to do with it and how you prefer to design the game.
densming 10 months ago
Don't think I'm rude for asking this but why do you use BMP format? I mean PNG is just as good and takes less space. Just asking is all.
Plokman040 1 year ago
I found a ray casting engine for mIRC, its really cool 3d
/watch?v=hFJvdGzC9zk
tippabror 2 years ago
Is there a way to trigger a room to begin/stop animating? If a character flips a light switch, perhaps?
rezamatic 2 years ago
I just found half an answer with the 'SetBackgroundFrame(#);' command -- I suppose using that on a loop in another function could create a triggered 'animation'.
rezamatic 2 years ago
where do you get the backgrounds?
Macman096 2 years ago
They're all drawn either by me or George (co-author of the game)
densming 2 years ago
how do you change the interface to the monkey island interface
pick up, talkto, walk to, look at, push, pull , etc? and the inventory
SuperWario094 2 years ago
You seriously can't do more than 5 backgrounds, nor vary the animation speed? Wow, seems incredibly limiting.
JasonJarred 2 years ago
You can vary the animation speed, but just not on individual frames. So, you can speed up the animation as a whole, but you can't speed up or slow down certain frames of the animation individually. It's actually not that limiting, because if you need anything more advanced than 5 frames of animation you can always do it with objects and views.
densming 2 years ago
In that room, you should have a midi version of 'Stayin' Alive' playing. : )
leon102 2 years ago 4
I'm kind of watching all of the tutorials before I am making my project. (Repeating a background)
What if I want individual animated frames moving at different speeds? Is there another way to do this?
Cpryd001 3 years ago
No, there's no way to set the animation delay on individual frames in an animating background. The best you could do is repeat certain frames more than once to make it last longer before the next frame appears, but with the severely limited number of background frames that AGS allows (5 I think), this isn't really too helpful...
densming 3 years ago
i have a problem doing this type of animation.
i have 4 rooms (the same one but with a sign changing colors). when i try to import a new backgound a text appears saying that cannot change the background beacause one room is 898x751 and the other is 898x750
but when i look in the definition of the image the size is the same.
what can i do ??
manueltripero 3 years ago