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[solved] Chasing ball always facing right. And Hp adding.
#11
Could you give the data of dennis-chase.dat in a spoiler?(im with my phone)
Until u give that to me, i will explain my other idea:

First u need to have all that frames with correct itrs as normal, with next: 1000.

Then your real chaser ball is invisible. It will opoint them frames in order to hold them one by one in every frame.
For ex:
for chaser ball
1st frame: it will opoint the 1st real frame with opoint kind: (i dont remember which but same with freeze's sword summoning) and facing: 10.
2st frame: it will hold the older with wpoint and summon other frame to hold it.
...



Is there a facing for wpoints? If there is, it would be easier..
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Thanks given by: Gad
#12
Answer 1:
have a look at etc.dat (come/stay/move/join commands)
they use a state that makes the sprites always face the correct side so the writing isn't flipped - try using that
edit: i just noticed that this will also make the whole thing appear at the edge of the screen even if it is far away - not the best solution then ...

Answer 2:
i think johns state 1700 heals exactly 100hp doesn't it?
adding hp instead of healing is always a little risky as going above 500 isn't looking very well, is kinda cheap, and fixing this by spawning a bottle for a short time is too much fuss for so little i believe ...
so i suggest you to use healing - if johns 1700 isn't enough spawn an object that does this amount (healing orb)
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#13
If u use YinYin's method, your ball will not have hit-rebounding stances that caused by state 3000.

In my medhod, you will opoint them to hold for a lil time and destroy them frame by frame. The chaser ball is what does these all.

YinYin's is simplier but choose whatever u want:P
I will think another way..
Can you tell me what kind of chase have u used?
Hit_Fa: ??
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#14
you could flip the mirror spirit and make both sprite look the same

edit:by look the same i mean face the same way...did not make sense but you know what i mean)
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#15
here is another solution:

i think dennis' chase (or another one) does not actually turn around, it does only flip the sprites
because i have once had a chase holding a weapon and the w_point did not flip when the chase did (opoints/tails generally only go one direction on chases aswell)
so maybe the other areas don't flip either (only the sprites)
similar to a boomerang: just have a look at what happens when it turns around and hits someone from behind - he will still fall as if he was hit from the front

if you use a chase with these non flipping properties the mirror sprites will work
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#16
Would it be possible to make the chase-ball an invisible character and then stick its graphic on with an itrk8?

EDIT: Oh, sorry Gad, I didn't see your last idea. just to be clear, I'm talking about still having it move like a chaseball. having it move with a character would make it avoid itrs. and you probably don't want that.
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#17
it was pretty annoying to read this thread till i saw yinyin's post (i understood the problem from gad's first post)

@Problem 1
if my dcing memory is correct, you can still use yinyin's first solution (etc. data, i think state 9997). it allows 80 px of the sprite to actually go beyond the camera's bounds before it "sticks" to the screen.

i checked your sprites (using paint.NET, zoom and select), and the widest (second to last) is 80 px. so theoretically if you just make the w: to 80 (79 if you want to be safe), move each sprite in range, and play with centerx-es, the laser shouldn't be visible (though you'd have to check this for the widest sprites (and check the widest down-left and down-right shooting sprites)).

p/s: i'm giving my solution in terms of minimizing effort (both my thinking and your doing)



Azriel~
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Thanks given by: Gad
#18
(02-14-2012, 07:43 AM)Azriel Wrote:  i checked your sprites (using paint.NET, zoom and select), and the widest (second to last) is 80 px. so theoretically if you just make the w: to 80 (79 if you want to be safe), move each sprite in range, and play with centerx-es, the laser shouldn't be visible (though you'd have to check this for the widest sprites (and check the widest down-left and down-right shooting sprites)).

it doesn't help because this acts differently on left and right border
on the left it will show the whole regardless of its size (from the left border)
and only on the right it will show the first 80px of the sprite
(btw this is a really annoying feature because it fully demolishes any other use for it:
both hiding the stick to border and fully sticking sprites of any width to the border - it always has to be 80px for proper symmetrical functioning...
unless you ever want to stick larger image only 80px away from the left border ... why would you do that?)

so you can hide it on the right- but not on the left

did anyone read my second post? i think there are chases that don't physically turn around (itrs etc) so you can still use the mirror sprites to make them static, both visually and physically

EDIT:
this is why you are all trying too hard - faking something the game already has ...
    DC-Code:
<frame> 0 noflip
 pic: 0 state: 3000 wait: 1 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 53 centery: 24 hit_a: 1 hit_d: 2 hit_Fa: 3
 itr: kind: 0 x: 53 y: 12 w: 45 h: 24 dvx: 20 fall: 20 arest: 6 bdefend: 10 injury: 30 itr_end:
 bdy: kind: 0 x: 53 y: 12 w: 45 h: 24 bdy_end:
 bpoint: kind: 0 x: 53 y: 12 w: 45 h: 24 bpoint_end:
<frame_end>
 
<frame> 1 noflip
 pic: 1 state: 3000 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 53 centery: 24 hit_a: 1 hit_d: 2 hit_Fa: 3
 itr: kind: 0 x: 53 y: 12 w: 45 h: 24 dvx: 20 fall: 20 arest: 6 bdefend: 10 injury: 30 itr_end:
 bdy: kind: 0 x: 53 y: 12 w: 45 h: 24 bdy_end:
 bpoint: kind: 0 x: 53 y: 12 w: 45 h: 24 bpoint_end:
<frame_end>

not even the bpoint gets flipped (watch it- a blast with blood stain just before it starts to fly off/disappear)
absolutley nothing gets flipped
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#19
no
its only a matter of what kind of chase you are using ...

try out a few more things next time
there are only a certain amount of chases/states/kinds/etc to use

edit: actually no flipping mirrors required here
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#20
i thought it's the hit_Fa: 3 from the boomerang but have not tested this thoroughly
i suggest you to simply take these frames and edit them towards your needs
if it starts to flip at some point take a step back in what you edited and see if it stays again
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