Solved Animated stages/levels?

Question that is answered or resolved.
hello.
i know how make it in mugen. Now I am learning about it in Openbor, but I ask if the animated elements are used as entities or be added one by one as happen with the player/enemies?

i read the code and I just found one .gif file like:
panel data/bgs/street/n01.gif
panel data/bgs/street/n02.gif
or frontpanel:
frontpanel data/bgs/street/f00.gif
but I want a frontpanel animated.
in both cases the .gif file must be animated like those files inside SCENES folder?
thanks.
 
Last edited:
@Hannah Montana

First, read up on FGlayers and practice/experiment with them

2nd

@DCurrent posted instructions for animated FGlayers,
other option is entities with certain "setlayer" values

entities are easier to code for triggers, (reactions to player or enemy entity actions)
than animated fglayers - coding "switches" or triggers for them (animated fgkayers) is bit more complex & as far as i know there are no modules that hold any examples of adaptive or reactive animated FGlayers

DC's tutorial only covers simple looping & non looping animations (i think)
 
but I ask if the animated elements are used as entities or be added one by one as happen with the player/enemies?

Animated background/foreground can be created by using animated entities or use script to animate fglayer as oldyz suggested above. For the former, it's recommended to use type panel.

in both cases the .gif file must be animated like those files inside SCENES folder?

No, old mods use .gif for sprites and background but none of them are animated. Now, we can use .pngs for sprites and backgrounds.
Animated gifs are only for scenes.
 
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