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[solved] Run ning up the wall problem
#1
I tried to apply the "running up the side of the stage" for Rudolf. the code worked and nothing seem to be wrong except for one thing:

When he ran up, a sprite in the running sequence was missing, I tried all I can but I can't figure out what cause this problem.

Any idea?

Here is the code:
    DC-Code:
The_bitmap_part:
 
file(0-69): sprite\sys\rudolf_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\rudolf_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-149): sprite\sys\rudolf_2.bmp  w: 149  h: 87  row: 5  col: 2
file(150-155): sprite\sys\rudolf_3.bmp  w: 94  h: 64  row: 6  col: 1
file(156-158 ): sprite\sys\rudolf_4.bmp  w: 79  h: 79  row: 1  col: 3
----------------------------------------------------------------
The_running(normal)_part:
 
<frame> 9 running
   pic: 20  state: 4  wait: 3  next: 10  dvx: 13  dvz: 2  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\003.wav 
   itr:
      kind: 8  x: 40  y: 18000  w: 55  h: 65  dvx: 300
   itr_end:
   bpoint:
      x: 55  y: 51
   bpoint_end:
   wpoint:
      kind: 1  x: 46  y: 54  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
   opoint:
      kind: 1  x: 150  y: 79  action: 299  dvx: 0  dvy: 0  oid: 5  facing: 0
   opoint_end:
<frame_end>
 
<frame> 10 running
   pic: 21  state: 4  wait: 3  next: 11  dvx: 13 dvz: 2 dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bpoint:
      x: 55  y: 53
   bpoint_end:
   itr:
      kind: 8  x: 40  y: 18000  w: 55  h: 65  dvx: 300
   itr_end:
   wpoint:
      kind: 1  x: 46  y: 55  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
   opoint:
      kind: 1  x: 150  y: 79  action: 299  dvx: 0  dvy: 0  oid: 5  facing: 0
   opoint_end:
<frame_end>
 
<frame> 11 running
   pic: 22  state: 4  wait: 3  next: 9  dvx: 13 dvz: 2 dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\004.wav 
   bpoint:
      x: 56  y: 54
   bpoint_end:
   itr:
      kind: 8  x: 40  y: 18000  w: 55  h: 65  dvx: 300
   itr_end:
   wpoint:
      kind: 1  x: 46  y: 56  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
   opoint:
      kind: 1  x: 150  y: 79  action: 299  dvx: 0  dvy: 0  oid: 5  facing: 0
   opoint_end:
<frame_end>
-------------------------------------------------------------------
The_thing_that_make_him_run_up_part:
 
<frame> 299 up_wall_trigger
   pic: 999  state: 3  wait: 2  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 14  y: 18000  w: 50  h: 62
   bdy_end:
<frame_end>
--------------------------------------------------------------------
And_the_thing_that_pissed_me_off_part:
<frame> 300 up_wall_run
   pic: 156  state: 3  wait: 1  next: 301  dvx: 550  dvy: 0  dvz: 0  centerx: 68  centery: 109  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 301 up_wall_run
   pic: 157  state: 3  wait: 1  next: 302  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 122  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 302 up_wall_run
   pic: 158  state: 3  wait: 1  next: 303  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 135  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 303 up_wall_run
   pic: 156  state: 3  wait: 1  next: 304  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 148  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 304 up_wall_run
   pic: 157  state: 3  wait: 1  next: 305  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 161  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 305 up_wall_run
   pic: 158  state: 3  wait: 1  next: 306  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 174  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 306 up_wall_run
   pic: 156  state: 3  wait: 1  next: 307  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 187  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 307 up_wall_run
   pic: 157  state: 3  wait: 1  next: 308  dvx: 0  dvy: 0  dvz: 0  centerx: 68  centery: 200  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 308 up_wall_run
   pic: 158  state: 3  wait: 0  next: 309  dvx: 0  dvy: 14  dvz: 0  centerx: 68  centery: 213  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 309 up_wall_run
   pic: 158  state: 3  wait: 0  next: 212  dvx: 550  dvy: 0  dvz: 0  centerx: 68  centery: 213  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

See the attachment if you want to dig deeper.


Attached Files
.rar   up_wall.rar (Size: 27.59 KB / Downloads: 67)
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#2
maybe you sprite sheet is little too short on the right side, try extending that or maybe row and col is mixed up.
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#3
running sequence: 156 -> 157 -> 158 -> 157 -> ...
i.e. 1-2-3-2-1-2-3-2-1 not 1-2-3-1-2-3



Azriel~
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#4
I'd laugh if this is related to the space after the 158 :P
file(156-158 ): sprite\sys\rudolf_4.bmp w: 79 h: 79 row: 1 col: 3
Which I don't expect to be the cause, I just wanted to point that out.

Well, like 3rdEnemy suggested I assume that your sprite-sheet is 80 pixels high (means 79 for character + 1 for spacer (like the green lines in the template spritesheet (and I like to use parentheses))) and 240px wide. Otherwise, these sprites are randomly (or non-randomly) disappearing. Your thingy seems to be obviously a pure sprite-problem, no algorithm flaw or the like. Can you identify which sprite exactly is missing (as in putting other pic-numbers for easier distinguishablity); and, related to that, what would happen if you just change the pic-numbers to something random? Would these images still disappear?
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#5
yeah i tested the file its was the last sprite not having enough pixels below. Add some pixels to the canvas and it will work. By the way was its suposed to that you couldn't move up and down, jump, attack, roll, stop?
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#6
@Blue Phoenix:
-Problem solved, thanks.
-Try using it without the space in the forum and you'll get why I had to divide them.

@3rdEnemy:
-Thanks.
-Yes, it suppose to be like that since it only raw data to see how well it work first.

@Azriel:
-I don't think that would be the case. The running up the wall is nothing but a normal attack with vertical running sprites. Why should it follow the running sequence?

Anyway: solved.
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