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transforming ball issue
#1
well hello. im having an issue with transforming something.
what im trying to do is use a single data file for 2 different looking balls.
so ive figured that if u transform something using 'state: 8xxx', the sprite frames will change by +140
this ball is a type 6 obj btw.
so ive set an the action of the opoint to transform (into itself) frames. but it doesnt seem to be working.
is there a reason why the transform doesnt work? maybe the type 6?
~its been a long time coming~
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#2
(09-03-2009, 07:03 AM)dubbleD Wrote:  well hello. im having an issue with transforming something.
what im trying to do is use a single data file for 2 different looking balls.
so ive figured that if u transform something using 'state: 8xxx', the sprite frames will change by +140
this ball is a type 6 obj btw.
so ive set an the action of the opoint to transform (into itself) frames. but it doesnt seem to be working.
is there a reason why the transform doesnt work? maybe the type 6?

probably the simple reason with img +140 - did you set imaginary images ?

btw: I used this transform method in a study example where I used hit_Fas to spawn ratio attacks with different images :p
[Image: random.php?pic=random]
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#3
did you insert dummy face and s pics? otherwise you cannot transform into a ball.
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#4
pewh, he should simply show his header
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#5
i did put the imaginary images, though its possible it might be incorrectly done
and i also did put in the dummy face pics and stuff


now you may notice that the +140 sprite set starts at 136 instead of 140. i set it this way because the varying sprites are on the same bmp.
Code:
<bmp_begin>
name: [censored]
head: [censored]
small: [censored]
file(0-11): [censored] w: 27 h: 27 row: 4 col: 2
file(12-135): [censored] w: 1 h: 1 row: 1 col: 123 #imaginary
file(136-147): [censored] w: 27 h: 27 row: 4 h: 2
weapon_hp: 10000000
weapon_drop_hurt: 0
weapon_hit_sound: [censored]
weapon_drop_sound: [censored]
weapon_broken_sound: [censored]
<bmp_end>
Code:
<frame> 100 [censored]_trans
pic: 999 state: 8[censored] wait: 1 next: 1000 centerx: 13 centery: 15
<frame_end>

a have another questions that seems to have come up that i forgot what the answer was for it.
now im adding an mp tag for a move as a fail safe thing to avoid the spamming of the move. ive added a negative mp before adding the positive mp. now i have here is mp: 100 in the first frame but i dunno what to add to increase mp on the next frame. mp: -175 (i want to add 75 mp) takes away mp and mp: 175 does nothing. i dunno where on the mainsite to look for the info for this stuff. im sure someone can answer this easy.
~its been a long time coming~
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#6
:P
file(0-11): [censored] w: 27 h: 27 row: 4 col: 2
file(12-135): [censored] w: 1 h: 1 row: 1 col: 123 #imaginary
file(136-147): [censored] w: 27 h: 27 row: 4 h: 2

there you go.... in the first line it says: row: 4 and col: 2, that means that would be 8 (0-7) sprites, and not 12 like you posted at the beginning...

so that means you need a row: 1 col: 127 in the second line
and then again, on the third line, there is w, h, row and h again? the last one should obviously col and not h.... I think if you fix all that stuff it should work

file(0-7): [censored] w: 27 h: 27 row: 4 col: 2
file(8-135): [censored] w: 1 h: 1 row: 1 col: 127 #imaginary
file(136-143): [censored] w: 27 h: 27 row: 4 col: 2
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Thanks given by: dubbleD
#7
so the data lines are required to be specific in relation to the bmp? okay
oh yeah those little col h thingies were typos. i did it before and deleted so i had to retype it. thanx

and the mp question? im busy with other stuff so i think it would be easier if someone already knowing this stuff answer please. thanx
~its been a long time coming~
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#8
you can't recrive mp's in the second+ frame, except with beer, but that's very slow

I would recommand you to add a hit_a/j/d like
frame 1 wait: 5 blahblah hit_a: 2 mp: 100
frame 2 bliblablublah mp: -175
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#9
damnit. thats stupid. now ive made a move with this stuff that people can spam...
u sure theres no way i can make a move that requires to already have a certain amount of mp to add more mp?
~its been a long time coming~
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#10
Nave just gave you the solution above. Go to a frame where you lose some mp and wait value is a little high so you can have time to press a certain combination to go to another frame and gain back some mp.
*thumb up for this auto-merging*
Another way to do it without pressing anything is that when you use the mp gain move, you go to a frame where you lose 100 mp(same as above). then you opoint out a type: 3/type: 0 and use itr/kind: 3 or itr/kind: 8 and bring yourself to the frame where you note that -175 mp.
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