[solved] opoint dissappear in air? - vandesdelca - 07-02-2009
the frequency of my Question on this section is decreased that means i can work many things without asking now.
and may i ask a help on you again?
yes or no here's my problem
i opoint out a ball in the air, but the sprite is missing, i've fix the itr area, and it hits enemy in the air BUT, the sprite were missing
here's the pic
http://g.imagehost.org/download/0659/Ichigo_blade
here's the data
DC-Code:
OPOINTING
<frame> 245 jump_getsuiga_tensho
pic: 85 state: 3 wait: 0 next: 246 dvx: 10 dvy: -19 centerx: 45 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 246 jump_getsuiga_tensho
pic: 85 state: 3 wait: 3 next: 247 dvx: 0 dvy: 0 centerx: 45 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 247 jump_getsuiga_tensho
pic: 86 state: 3 wait: 1 next: 248 dvx: 0 dvy: 0 centerx: 34 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
opoint:
kind: 1 x: 87 y: 101 action: 7 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 248 jump_getsuga_tensho
pic: 87 state: 3 wait: 1 next: 249 dvx: 0 dvy: 0 centerx: 45 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 249 jump_getsuga_tensho
pic: 88 state: 3 wait: 1 next: 250 dvx: 0 dvy: 0 centerx: 52 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 250 jump_getsuga_tensho
pic: 89 state: 3 wait: 1 next: 251 dvx: 0 dvy: 0 centerx: 52 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
<frame> 251 jump_getsuga_tensho
pic: 96 state: 3 wait: 60 next: 251 dvx: 0 dvy: 0 centerx: 52 centery: 97 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 39 y: 19 w: 21 h: 61
bdy_end:
bdy:
kind: 0 x: 45 y: 500 w: 25 h: 65
bdy_end:
<frame_end>
-----------------------------------------------------------------------------------------------
OPOINTED OBJECT
<bmp_begin>
file(0-9): sprite\sys\Ichigo_blade.bmp w: 87 h: 101 row: 5 col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
skip to action 7
<frame> 7 flying
pic: 5 state: 3005 wait: 1 next: 7 dvx: 25 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 20 effect: 1
itr_end:
<frame_end>
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RE: opoint dissappear in air? - Angel_Adam - 07-02-2009
is there a next: 7,
if there isnt the ball dat,will go to the first flying frame,so u might wanna make a data for its own..
RE: opoint dissappear in air? - Azriel - 07-02-2009
you need to have frame 10 and frame 20. these are the hit and hitting frames.
not related to ur question - frame 251 of the char is going to 251 with no escape?
Azriel~
RE: opoint dissappear in air? - vandesdelca - 07-02-2009
that doesn't work, here's the whole ball data:
DC-Code:
<bmp_begin>
file(0-9): sprite\sys\Ichigo_blade.bmp w: 87 h: 101 row: 5 col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3005 wait: 0 next: 2 dvx: 30 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 20 effect: 1
itr_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3005 wait: 0 next: 1 dvx: 30 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 40 effect: 1
itr_end:
opoint:
kind: 1 x: 45 y: 101 action: 3 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 2 flying
pic: 0 state: 3005 wait: 0 next: 2 dvx: 30 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 20 effect: 1
itr_end:
<frame_end>
<frame> 3 flying
pic: 2 state: 3005 wait: 0 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 4 flying
pic: 3 state: 3005 wait: 0 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 5 flying
pic: 4 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 6 flying
pic: 6 state: 3005 wait: 0 next: 6 dvx: 25 dvy: 20 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 40 effect: 1
itr_end:
opoint:
kind: 1 x: 45 y: -10 action: 8 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 7 flying
pic: 5 state: 3005 wait: 1 next: 7 dvx: 25 dvy: 0 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 0 x: 33 y: -5 w: 61 h: 105 dvx: 14 dvy: -6 fall: 70 vrest: 15 bdefend: 50 injury: 20 effect: 1
itr_end:
<frame_end>
<frame> 8 flying
pic: 7 state: 3005 wait: 0 next: 9 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 9 flying
pic: 8 state: 3005 wait: 0 next: 13 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 10 flying
pic: 7 state: 3005 wait: 0 next: 11 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 11 flying
pic: 8 state: 3005 wait: 0 next: 12 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 12 flying
pic: 9 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 13 flying
pic: 9 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 20 flying
pic: 7 state: 3005 wait: 0 next: 21 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 21 flying
pic: 8 state: 3005 wait: 0 next: 22 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 22 flying
pic: 9 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 45 centery: 101 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
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the opoint in there were only for shadowish effect
@Azriel, actually that's when my char in air, so i set the next and wait value like that so it can't do anything til he touch ground.
RE: opoint dissappear in air? - Silverthorn - 07-02-2009
Your sprites are too large. h*col = 202, your sprite is 200 pixels high. Fix that and you should be fine.
RE: opoint dissappear in air? - no one - 07-02-2009
I don't think the size have any problem.
In XLF-Omega, there are bunch of sprite which is way bigger than this but yet....
Anyway, are you sure you left enough place for the image? I recall having the running-up-wall-sprites-problem before (I don't know if they are relative).
RE: opoint dissappear in air? - Tsukasa - 07-02-2009
What Blue Phoenix means is that the height of the sprite [I mean.. image?] is 200 px.. but the values say that it's 202.
[i.e. changed h: 101 to h:100.. I think..]
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