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[solved] opoint dissappear in air? - Printable Version

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+---- Thread: [solved] opoint dissappear in air? (/showthread.php?tid=3175)



[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>



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>


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..]