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Chasing Dragon
#1
I downloaded the chasing dragon code, in an attempt to use my own dragon sprites. But i have encountered a problem, parts of the tail end up going backwards, and sometimes they cover the dragon's head, how do i fix this?
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#2
(12-27-2013, 08:48 PM)BluePaint69 Wrote:  parts of the tail end up going backwards
the problem might be sprite placement, or the start where you state the size and col/row etc.
another possible problem is the opoint for the tails.

(12-27-2013, 08:48 PM)BluePaint69 Wrote:  sometimes they cover the dragon's head
whenever something opointed another thing, lets say A opointed B. B's sprite will always cover A's sprite.
so if A opoint B, and then B opoint C, then C's sprite will be on top, while A's sprite is at the bottom.
if i didnt remember wrongly, the original chasing dragon's head opoint those tail effects behind it so it wouldnt cover the head.

it may be easier to spot the problem if you show us the code.
back from the dead.....kinda
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#3
Here's the coding

<bmp_begin>
file(0-8): sprite\sys\bluedragon.bmp w: 122 h: 106 row: 3 col: 3
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: 1 next: 1 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 1 hit_d: 5 hit_j: 0 hit_Fa: 1
opoint:
kind: 1 x: 62 y: 53 action: 70 dvx: 0 dvy: 0 oid: 267 facing: 0
opoint_end:
itr:
kind: 0 x: 9 y: 18 w: 113 h: 86 dvx: 3 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>

<frame> 1 flying
pic: 0 state: 3005 wait: 1 next: 2 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 1 hit_d: 5 hit_j: 0 hit_Fa: 1
opoint:
kind: 1 x: 62 y: 53 action: 70 dvx: 0 dvy: 0 oid: 267 facing: 0
opoint_end:
itr:
kind: 0 x: 9 y: 18 w: 113 h: 86 dvx: 3 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>

<frame> 2 flying
pic: 0 state: 3005 wait: 1 next: 999 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 1 hit_d: 5 hit_j: 0 hit_Fa: 1
opoint:
kind: 1 x: 62 y: 53 action: 70 dvx: 0 dvy: 0 oid: 267 facing: 0
opoint_end:
itr:
kind: 0 x: 9 y: 18 w: 113 h: 86 dvx: 3 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>

<frame> 5 flying
pic: 0 state: 3005 wait: 1 next: 5 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 10
opoint:
kind: 1 x: 62 y: 53 action: 70 dvx: 0 dvy: 0 oid: 267 facing: 0
opoint_end:
itr:
kind: 0 x: 9 y: 18 w: 113 h: 86 dvx: 3 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>

<frame> 10 hiting
pic: 0 state: 3005 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 20 hit
pic: 0 state: 3005 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 30 rebounding
pic: 0 state: 3002 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 50 start
pic: 100 state: 3005 wait: 1 next: 51 dvx: 3 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 51 start
pic: 100 state: 3005 wait: 1 next: 52 dvx: 2 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 52 start
pic: 100 state: 3005 wait: 1 next: 999 dvx: 1 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 60 hiting_ground
pic: 100 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


<frame> 40 tail
pic: 1 state: 3005 wait: 5 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 17 w: 112 h: 85 vrest: 1
itr_end:
<frame_end>

<frame> 41 tail
pic: 2 state: 3005 wait: 6 next: 42 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 17 w: 112 h: 85 vrest: 1
itr_end:
<frame_end>

<frame> 42 tail
pic: 3 state: 3005 wait: 10 next: 43 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 17 w: 112 h: 85 vrest: 1
itr_end:
<frame_end>

<frame> 43 tail
pic: 2 state: 3005 wait: 2 next: 44 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 17 w: 112 h: 85 vrest: 1
itr_end:
<frame_end>

<frame> 44 tail
pic: 4 state: 3005 wait: 5 next: 45 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 26 w: 101 h: 78 vrest: 1
itr_end:
<frame_end>

<frame> 45 tail
pic: 4 state: 3005 wait: 5 next: 46 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 26 w: 101 h: 78 vrest: 1
itr_end:
<frame_end>

<frame> 46 tail
pic: 5 state: 3005 wait: 5 next: 47 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 3 y: 41 w: 85 h: 63 vrest: 1
itr_end:
<frame_end>

<frame> 47 tail
pic: 5 state: 3005 wait: 5 next: 48 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 3 y: 41 w: 85 h: 63 vrest: 1
itr_end:
<frame_end>

<frame> 48 tail
pic: 6 state: 3005 wait: 5 next: 49 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 3 y: 41 w: 85 h: 63 vrest: 1
itr_end:
<frame_end>

<frame> 49 tail
pic: 7 state: 3005 wait: 5 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 62 centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: 6 y: 61 w: 87 h: 42 vrest: 1
itr_end:
<frame_end>


<frame> 70 flying
pic: 100 state: 3005 wait: 0 next: 71 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
<frame_end>

<frame> 71 flying
pic: 100 state: 3005 wait: 0 next: 72 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
<frame_end>

<frame> 72 flying
pic: 100 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 62 centery: 53
hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 7
<frame_end>
??ヒ
The first pic is the head, and the rest are parts of his body and tail
and the picture [Image: 5]
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#4
i (maybe) see why they sometimes face the wrong direction in the 70-72 frames. just remove the hit_Fa tags in those frames.
i guess it is the hit_Fa: 7 in those frames make it turn around.

and why would there be a hiting_ground?

other than that, i dont see much problems...
back from the dead.....kinda
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#5
If i remove all the Fa's, when i use the attack only the dragon appears, no tails in sight
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#6
(12-27-2013, 09:28 PM)BluePaint69 Wrote:  If i remove all the Fa's, when i use the attack only the dragon appears, no tails in sight
=-= did you notice that the frame says pic: 100 ? which means no picture.
and maybe you should remove the hiting_ground frame...
and you should only remove the hit_Fas in frame 70-72.
back from the dead.....kinda
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#7
Nvm i fixed the backwards deal, i changed the action from 70 to 40, is there a way to make the tails spawn more behind the head, they're too close to his head
and yeah i did delete only those frames, but doing so doesn't let it spawn tails, in the study it says frame 70 helps it active the 40 frames which are the tails
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