dMZX Forums: animate tiles slower than mzx_speed -> MegaZeux Feature Requests -> Tracker

Jump to content

Report ID 847 Title animate tiles slower than mzx_speed
Product MegaZeux Feature Requests Status UNFILED (Severity 0 - None Assigned)
Version - Fixed in -

Page 1 of 1
  • Cannot start a new Issue
  • You cannot reply to this issue

Report ID #847: animate tiles slower than mzx_speed

#1 User is offline  
Noser 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 6
  • Joined: 01-May 24

Posted 01 May 2024 - 08:42 PM

With the default characters, mzx_speed 2 lava is a possible seizure hazard. A way to slow down just the visual animations of tiles like lava, without slowing down robots, seems desirable.

I can think of two possible implementation strategies: a set-and-forget numeric divisor on animation speed, or a way to freeze animations and then manually single-step them forward.

(It's possible there's already some other way to achieve the desired effect that I haven't thought of.)


Page 1 of 1  
  • Cannot start a new Issue
  • You cannot reply to this issue

Replies (1 - 1)

#2 User is offline  
hseiken 

  • Member
  • PipPip
  • Group: Members
  • Posts: 103
  • Joined: 05-March 20
  • Gender:Not Telling
  • Location:Earf

Posted 10 November 2024 - 03:54 AM

Noser, on 01 May 2024 - 03:42 PM, said:

With the default characters, mzx_speed 2 lava is a possible seizure hazard. A way to slow down just the visual animations of tiles like lava, without slowing down robots, seems desirable.

I can think of two possible implementation strategies: a set-and-forget numeric divisor on animation speed, or a way to freeze animations and then manually single-step them forward.

(It's possible there's already some other way to achieve the desired effect that I haven't thought of.)



I think a general overhaul of the built ins EDIT CHARS menu could cover a lot of edge cases, possibly doing some house cleaning on damages, too.
For instance not only animation speed for animated elements, but there's missing items such as spider webs and lines. Furthermore, it could be considered to add SCROLL graphic pieces in there as well. It's in the code already, why not just tie some menus in the relevant area? It's tedious to implement, obviously, but it makes sense to be there from my noobie braindead chair.

EDIT: And I just had another pie in the sky idea about the DOS version in the EDITOR (I suspect the dos editor is far from any considerations in 2024, but hey...a dude can hope), but being able to 'lock' or edit some of the editor colors to work with the board colors/characters might be useful as well. I actually am amazed at some of the games that were made back in the day how they were when I load them up and the editor is damn near unusable.

This post has been edited by hseiken: 10 November 2024 - 03:56 AM

There is no Data, only Zuul.


Page 1 of 1
  • Cannot start a new Issue
  • You cannot reply to this issue

0 User(s) are reading this issue
0 Guests and 0 Anonymous Users


Powered by IP.Tracker 1.3.2 © 2025  IPS, Inc.