a prob at ball hit frames - shin hanazumi - 10-07-2011
hi all, can you help me please?
i create a ball that can move forward, then skyward, then backward (not boomerang moves)
when i test it at beta, it work normally, but when i reach frame 17, it disappear, why? (i have test other balls without 10, 20, 30, and 40 hit and disappear frames and it work succesfully at other balls)
this is da code:
DC-Code:
<bmp_begin>
file(0-69): sprite\sys\jg\justice_pack.bmp w: 220 h: 100 row: 10 col: 7
weapon_hit_sound: data\Hit9.wav
weapon_drop_sound: data\bullet.wav
weapon_broken_sound: data\silent.wav
<bmp_end>
<frame> 0 punch
pic: 3 state: 3005 wait: 2 next: 16 dvx: 3 dvy: -5 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 1 punch
pic: 1 state: 3005 wait: 2 next: 2 dvx: 30 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 2 punch
pic: 0 state: 3005 wait: 3 next: 3 dvx: 550 dvy: 3 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 3 punch
pic: 0 state: 3005 wait: 5 next: 4 dvx: -1 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 4 punch
pic: 0 state: 3005 wait: 0 next: 5 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 5 punch
pic: 1 state: 3005 wait: 0 next: 6 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 6 punch
pic: 2 state: 3005 wait: 0 next: 7 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 7 punch
pic: 0 state: 3005 wait: 0 next: 8 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 8 punch
pic: 1 state: 3005 wait: 0 next: 9 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 9 punch
pic: 2 state: 3005 wait: 0 next: 10 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 10 punch
pic: 0 state: 3005 wait: 0 next: 11 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 11 punch
pic: 1 state: 3005 wait: 0 next: 12 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 12 punch
pic: 2 state: 3005 wait: 0 next: 13 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 13 punch
pic: 0 state: 3005 wait: 0 next: 14 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 14 punch
pic: 1 state: 3005 wait: 0 next: 15 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 15 punch
pic: 2 state: 3005 wait: 0 next: 17 dvx: 28 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
<frame> 16 punch
pic: 3 state: 3005 wait: 2 next: 1 dvx: 0 dvy: 0 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 17 punch
pic: 3 state: 3005 wait: 2 next: 18 dvx: 5 dvy: -4 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 18 punch
pic: 4 state: 3005 wait: 2 next: 19 dvx: 550 dvy: 550 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 19 punch
pic: 6 state: 3005 wait: 2 next: 20 dvx: -5 dvy: -4 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 punch
pic: 5 state: 3005 wait: 2 next: 1000 dvx: -28 dvy: 0 centerx: 56 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 6 w: 189 h: 75 dvy: -25 bdefend: 1 injury: 5 fall: 44 effect: 1 vrest: 4 zwidth: 25
itr_end:
<frame_end>
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RE: a prob at ball hit frames - Alblaka - 10-07-2011
Eventually the images are incorrect? Can't see a flaw in the code itself.
RE: a prob at ball hit frames - shin hanazumi - 10-07-2011
(10-07-2011, 10:58 AM)Alblaka Wrote: Eventually the images are incorrect? Can't see a flaw in the code itself.
no, not the images, if only da images, its shadow wont disappear, but in this case, the shadow follow the images to disappear, so like... hmm, missing frame
RE: a prob at ball hit frames - Alblaka - 10-07-2011
You have state:3005, the shadow isn't visible.
Unless your grammatically confusing sentence above is meant to say "It suddenly has a shadow, indicating a missing frame issue".
RE: a prob at ball hit frames - shin hanazumi - 10-07-2011
(10-07-2011, 11:13 AM)Alblaka Wrote: You have state:3005, the shadow isn't visible.
Unless your grammatically confusing sentence above is meant to say "It suddenly has a shadow, indicating a missing frame issue".
hmm, sorry my english is bad, i mean..
umm when i enter and change the next to 17, or higher, the ball is disappear, not only at pic: 4
RE: a prob at ball hit frames - Silverthorn - 10-07-2011
I'd recommend to abandon any hard-coded property-frames (that is: 0, 10, 20, 30, 40, 50, 60). There are some random "bugs" caused by frames that automatically kill the object after their execution (I think, frame 100 or so acts similar), create ice-chunks (frame ~200), and so on. Try to shift the whole sequence out to some unused areas to see if that helps
RE: a prob at ball hit frames - mfc - 10-07-2011
I thought that no one will write the right solution for a moment. But at least bp solved it
semi-offtopic:
and ice shattering problem in frame 200 can be solved. If the frame before the frame 200 doesn't have state 13; shatter effect happens.
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