backgrounds

Are animated or moving backgrounds possible for a small area in Open Bor's engine. To be more specific I have some background art that was downloadable on one of the resource sites, The pic in  is already animated I split the frames and there are 49 frames total...it's a lot but I love the appearance background and most likely it would just be used for one room or small space in a level most specifically an area for a boss fight...and after the boss is dead then you would move,,,it won't be used for the entire level.  Much of the motion comes from that an fire burning in the background when you click through the frames really fast it;'s a good way of seeing the movement....you can see how the flames change. Though 49 frames is a lot  it would be really great if I could use the full animation. It really fits the theme of something I had in mind,
 
Both animated and moving backgrounds are possible in OpenBoR, example:

The clouds on top are moving to left and there are animated chimneys at the back
 
Wombat2112

Usually , animated backgrounds are entities themselves, that you have to tell them to scroll a a certain rate & at certain "Z" depth.
you make them appear on your Level01.txt file, & i think that its best if you load them before everything else.

the only thing i don't like about that method is the fact that sometimes it messes up enemy spawns if or an enemy spawn can mess up the effect if you are not careful

unless there is scripts out there that actually help turn a bglayer, backgroun, frontpanel or fglayer into "placeholders" to animate a folder's content... that is the way to do it
 
oldyz said:
Wombat2112

Usually , animated backgrounds are entities themselves, that you have to tell them to scroll a a certain rate & at certain "Z" depth.
you make them appear on your Level01.txt file, & i think that its best if you load them before everything else.

Does it matter that it's 49 frames for the background? lol
 
Wombat2112,

The frame limit is 2.4 billion per animation. I think you'll be OK.  ;)

DC
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Oh my! lol that is quite a bit lol....Thanks so much Mr. Caskey...appreciate any and ALL input and information. Hope all is well with you have a great day! :-)
 
Looks fine to me, and there's nothing stopping you from using it as is, but I would break it into more layers. The foreground with fire, ship, and the sky should all be split into layers of their own. This would give much more depth, and also reduce the total number of frames. I might even go so far as splitting the mountains right behind village, but that might be harder to do since there are no hard borders.

The fire is just a repeating cycle and doesn't have many frames to it. Looks like 4-6 tops. Same goes for the glowing windows in ship and lightning in sky. The only reason there are 49 frames is mixing all of those cycles together causes a lot of redundancy. If you broke them into layers, you'd find the total frame count of all three would be less than the original, you'd have more depth, and the timing of each animation would not be tied to the others. Just a more efficient and superior visual experience all round.

DC
 
Indeed, i can count at least 12 to 14 potential layers for that background, the fires can have "alpha blending"?

(i can't remember what is called, but it involves a an animation having a greyscale image that tells it how transparent it is - Ash Williams has this effect that makes his Fire attack look really good....)

either way i hope that if you made that background , you did not merge it all into a single layer...

the Borlab3D has a bunch of parallax layers & you can see what the values look like...
 
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