03-08-2008, 01:43 AM
(This post was last modified: 04-05-2008, 09:15 PM by Silverthorn.)
OK, I've played a bit with the data of some characters, and this is the result:
This looping is NOT made with any hit_?-tags, the solution is much easier...
That technique also enables me to do this:
These are not the run_attack-frames...
And now the explanation:
Open your character-data and look into the bmp-part...
As you can see, the character would have a huge problem, when the dash-frames are displayed - the character would simply fall down...
Really, if you press the jump key like usual to execute the dash, your character would go immediately to the falling-frames. But when you press the jump-key a bit longer, the character will execute the rowing-frames. And these frames contain, as you hopefully know, the looping sprites.
For the second graphic, I pressed the jump- and the attack-button at the same time, so this is how the dash_attack-frames are displayed.
There is nothing more behind it, so, have fun
This looping is NOT made with any hit_?-tags, the solution is much easier...
That technique also enables me to do this:
These are not the run_attack-frames...
And now the explanation:
Open your character-data and look into the bmp-part...
Code:
<bmp_begin>
name: Maskman
head: sprite\maskman\maskman_f.png
small: sprite\maskman\maskman_s.png
file(0-69): sprite\maskman\maskman_0.png w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\maskman\maskman_1.png w: 79 h: 79 row: 10 col: 7
file(140-142): sprite\maskman\maskman_2.png w: 159 h: 79 row: 3 col: 1
file(143-145): sprite\maskman\maskman_3.png w: 99 h: 99 row: 3 col: 1
file(146-149): sprite\maskman\maskman_4.png w: 99 h: 79 row: 4 col: 1
walking_frame_rate 3
walking_speed 5.000000
walking_speedz 3.000000
running_frame_rate 3
running_speed 18.000000
running_speedz 2.300000
heavy_walking_speed 4.000000
heavy_walking_speedz 2.500000
heavy_running_speed 9.000000
heavy_running_speedz 1.800000
jump_height -16.299999
jump_distance 10.000000
jump_distancez 5.000000
dash_height -0.000000
dash_distance 25.000000
dash_distancez 5.750000
rowing_height -16.000000
rowing_distance 25.000000
<bmp_end>
As you can see, the character would have a huge problem, when the dash-frames are displayed - the character would simply fall down...
Really, if you press the jump key like usual to execute the dash, your character would go immediately to the falling-frames. But when you press the jump-key a bit longer, the character will execute the rowing-frames. And these frames contain, as you hopefully know, the looping sprites.
For the second graphic, I pressed the jump- and the attack-button at the same time, so this is how the dash_attack-frames are displayed.
There is nothing more behind it, so, have fun
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
» Gallery | » Sprites | » DeviantArt
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
» Gallery | » Sprites | » DeviantArt