ID:175020
Jun 20 2003, 6:14 pm
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If it's not possible to make a huge attack with a bitmap on map, then how would I go about making one with a multi-tile effect as seen on DBO, and Genesis?
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In response to Spuzzum
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Sorry to bump this a little, I have just started coding again, and I was wondering if you could point me in the right direction. If I had a sword that had an attack range of one it's easy, but if I had a spear that had an attack range of two what would I look at? I don't need code specifically, although I could use a few tips. Thanks ahead of time.
Jowster |
In response to Jowy
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Well that would depend on how you were doing it. If you were doing a zelda-esk battle system you would use get_step() to find the tile infront of you and maybe place a sword object in there. If it was a spear then you could use get_step twice to get the two tiles infront of you and put the spear object in there.
It all depends on how you are going to do it, that is one method. Good luck! |
just to let you know, DBO by Vakir didn't make that technique you saw in there, which I do believe is Spirit Bomb, it was ripped from mine and Dracons new game O.O
But, to stay on topic...just look up pixel_y and pixel_x |
In response to Maz
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I've had it once before, but I guess I just lost my mind. I didn't even figure to do over get_step() for some reason... you know how it gets when you work late then try coding... thanks for the help there!
Yeah... I'm aiming for something like this... Where the weapon actually shows attacking two tiles deep, adds more depth to combat don't you think? =) @-### - Sword @--## - Spear Jowster |
In response to Jowy
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Yeah... I'm aiming for something like this... Where the weapon actually shows attacking two tiles deep... Alright, I don't know what it is... but I can't seem to be able to get it... it's really getting to me, can anyone give me an example of stacking get_step() please? Thanks ahead of time, the line for today is: Coding may hurt your head, but it don't make you dead! Jowster |
In response to Jowy
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AbyssDragon has a Math library. It has the useful proc such as get_steps(), and getcircle(). Use get steps to make more steps rather than doing those other things...
~~Dragon Lord~~ |
In response to Unknown Person
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I've never been a math whiz. =)
This whole thing has gotten me stumped, I'm about to take the old route and just create new obj's of the type in the specified direction, but that's out of date and a little too much. =) Now's the time I ask, oh great guru's of the code, shine your blessing on me and grant me this favor! =) Can someone make a little snippet of a double get_step() possibly? I can get the back of a spear out... but not the front for some reason... I don't see how it works, and I'm almost afraid to ask because I have the feeling when/if I see it I'll just smack myself and say, doh! I knew I shouldn't have taken time to go out and do things, in that time I lost my knowledge of coding. Thanks ahead of time. =) Jowster |
The way it's done is to split up a large animation into 32x32 chunks. Then, when the effect is made, each of those 32x32 chunks is stuck onto the map, and then when they're all placed (within the same instant) the animation is flick()ed to make them all animate simultaneously.