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Change of stage
#1
I'm trying to change the stage in stage mod(well not really but I'm trying to opoint out a giant sprite that looks like a platform to make it seem like the stage has changed) and no I'm not trying to copy NTSD, I need this for my mod because stage mode is actually the story mode so...yeah and there are two problems
1. When I opoint it and then quit the stage and come back, it has moved. How do I fix that?
2. When I opoint it, it covers the characters not allowing them to be seen.
Can someone help me with this and I know I'm in the right section because this is Dcing(I think, Maybe there is hexing but I don't know how to, its too hard)
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#2
http://www.lf-empire.de/lfev9/en/lf2-emp...ero-placer
http://www.lf-empire.de/lfev9/en/lf2-emp...-3-attacks
Oh, and
http://www.lf-empire.de/lfev9/en/lf2-emp...n?start=12
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#3
What is the second one for?
[Image: variaboss.png]
SUPER B*NER: :3
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#4
(09-24-2009, 01:08 PM)Madara Uchiha Wrote:  What is the second one for?
T3 properties, if you spawn the new background as T3, you have the cover option so it doesn't hide the char (or am I wrong?)
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#5
Oh come on.
If you don't know something and ask nicely, and you just get a bunch of links, would you like that too?


Okay.
This is how everything works:
A Char, in a short frame cycle (2 frames), opoints out that background "ball" and then deletes himself. That ball has to move up on the z-axis, so it isn't located in the middle of the stage somewhere.
This z-movement can be achieved by using hit_j: 1 in the frames of the background "ball".

The problem, that the background moves is, because LF2 spawns the stage chars randomly in an area for about 100 pixels (not sure how much though)
So if you have x: 100 in the stage dat, it eventually will be spawned at x: 0 to x: 200

Instead of using weird zero-plazer techniques, you can solve the problem by making the background "ball" a big enough sprite, that covers EVERYTHING.

You should also consider the centerx/y: values. centerx: depends on where you spawn the object.
Though centery: should be at the height where the walkable area ends.
So if centery: is, let's say, 200, then there are 200 pixels that you can't walk on and are only "background"


So yea.
I hoped that helped more than the previous posts.


EDIT @Ramond: No, really? Also it's expected, before you say something clever, that you make sure those links actually help much.
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#6
So to fix the probelm of the background ball blockinh the characters, you use hit_j: 1 on the background ball frames?

And if there's probelms you need to change the x: y: opoint cooridinates, and maybe even the centerx/centery

I just wanna no, since i was having this probelm to?
[Image: variaboss.png]
SUPER B*NER: :3
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#7
Yes, you have to use hit_j: 1. That makes the ball go somewhere, where the chars can't go "behind" it.

Centery: is important, so you define where the walkable area is, and where not. Everything "above" centery: is not walkable, the rest is walkable.
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