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[solved] "Bouncing" fall effect.
#4
    DC-Code:
opoint:
      kind: 1  x: 40  y: 79  action: 0  dvx: 0  dvy: 0  oid: 5  facing: 20
   opoint_end:

This is the opoint from rudolf's +man-sequence. The facing-value tells the app to create two objects with the id: 5 and let them face the same direction as your char (1 would turn the object around). So you will not need to change that part for having them all into the same direction.

However, what I'd do is the following: in one frame of your attacking sequence, you opoint out the 3 objects behind your characters. In the next frame, the two additional ones in front (or whereever you want to have them). Link these two frames together with a certain wait-value, let's say "1". The opointed objects will have to run through different frames, similar to this little illustration here:
[Image: 95179121.jpg]
This way, you can time your stuff, even when you create objects at different frames.

Now, since facing will let your objects move apart from each other, you might want to try adding a "dvz: 550" into your opointed object-frames. That should prevent them from moving along the z-axis.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

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Thanks given by: D137Pi


Messages In This Thread
[solved] "Bouncing" fall effect. - by D137Pi - 06-03-2010, 08:56 PM
RE: "Bouncing" fall effect. - by Silverthorn - 06-03-2010, 09:10 PM
RE: "Bouncing" fall effect. - by D137Pi - 06-03-2010, 09:16 PM
RE: "Bouncing" fall effect. - by Silverthorn - 06-03-2010, 09:38 PM
RE: "Bouncing" fall effect. - by D137Pi - 06-03-2010, 09:54 PM
RE: "Bouncing" fall effect. - by Silverthorn - 06-03-2010, 10:05 PM
RE: "Bouncing" fall effect. - by D137Pi - 06-03-2010, 10:48 PM
RE: "Bouncing" fall effect. - by Alblaka - 06-03-2010, 10:52 PM
RE: "Bouncing" fall effect. - by D137Pi - 06-03-2010, 10:59 PM
RE: "Bouncing" fall effect. - by Alblaka - 06-03-2010, 11:05 PM
RE: "Bouncing" fall effect. - by D137Pi - 06-03-2010, 11:15 PM



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