I'm working on some animated trees to bring some life to my game maps with a more realistic enviroment.
Packing my maps with tons of events (one per tree) would surely ruin the game performance.
I would like to hear any other suggestions, to avoid eventing animated stuffs.
Any ideas on a good way to implement changes on the regular map update method?
Any script around there that already do something like that (cycle through map tileset frames)?
I'm not sure yet how many frames will the trees have (currently, with 11 frames, using some basic wind effect, my trees move in a rather unnatural way, but mostly due to the fact that I'm still learning my way on Blender...).
*This sample tree and the others will be rendered on blender based on the great models available at http://yorik.uncreat...greenhouse.html
I think the best way to do this might involve actually messing around with the tilemap's bitmaps in real time. It wouldn't be too hard to do really. Might be more complected if you had a lot of different animations you wanted to do with different numbers of frames and framerates. Works better to change the tileset bitmap then to fiddle around with swapping the tiles on the map around.
Edited by KilloZapit, 07 May 2015 - 04:51 PM.