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Author Topic: Attach sprite to character  (Read 1059 times)

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Offline RonanZer0

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Attach sprite to character
« on: February 16, 2014, 09:44:30 PM »
I'm attempting a FLAME STAG character and he has animated antlers which are SEPERATE from all his sprites but how do i make his animated antlers seperate so i dont have 4x the sprites??? and how could they follow his head accurately???



Offline DEMONKAI

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Re: Attach sprite to character
« Reply #1 on: February 16, 2014, 10:40:01 PM »
Best thing in the future is to have questions like this in the help section for a faster response ;)



But what you are trying to pull off sounds like you may have to make those antlers into a explode code maybe so its a special FX IN a helper thats attached to the animation separately

thats just my guess on that from how you explained it
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline RonanZer0

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Re: Attach sprite to character
« Reply #2 on: February 16, 2014, 11:33:21 PM »
Hmm I should word this better:
The antlers are seperate sprites, not supposed to be FX... Also, I can't find any tutorials on explosions if that's still the case.

Offline Spidermew

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Re: Attach sprite to character
« Reply #3 on: February 17, 2014, 12:59:43 PM »
Moving this to help section

I don't know much about code
But if I were you
I would study a captain America
All the good ones have the shield separate from cap.

Offline Cyanide

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Re: Attach sprite to character
« Reply #4 on: February 18, 2014, 01:44:05 AM »
Doesn't matter if they're meant to be FX or not, all you're doing is attaching a sprite to a sprite.

Use explod and bind them on a per state per animation basis. All you need to do is make a guess if you need clsns on them.

He can't have THAT many frames, i'd just rip them.

Offline RonanZer0

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Re: Attach sprite to character
« Reply #5 on: February 18, 2014, 10:31:25 AM »
He can't have that many frames? I beg to differ http://www.nes-snes-sprites.com/ImagesSheet/MegaManX2Sheet6.gif

Offline RonanZer0

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Re: Attach sprite to character
« Reply #6 on: February 18, 2014, 01:00:32 PM »
OK, so I got an explod working and it looks fine when you're standing still, but when you move or te animation restarts somehow, it creates ANOTHER ONE and the last one is NOT removed so if you move to another place or do an attack there becomes multiples and its so bad! so how do you make it FOLLOW the player (not continously respawn on the player's current position but keep FOLLOWING it consistently) rather than keep spawning itself without removing itself?
>o:-(

EDIT: I asked the creator of MMXSMA how he did it for his Flame Stag and as I thought, he used explod, so it IS possible
« Last Edit: February 18, 2014, 11:56:10 PM by RonanZer0 »

Offline Cyanide

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Re: Attach sprite to character
« Reply #7 on: February 19, 2014, 01:43:05 AM »
Bindtime = -1 on the original creation. Use an ID and don't let it be recreated if it's already there.

trigger1 = numexplod(ID) = 0
ID being a number you come up with.

As his head moves in different directions you may want to edit each state individually if using different points of reference.

Still doesnt' look like a lot of frames though =P I've made things with 1000+ in the sff file.

Offline DEMONKAI

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Re: Attach sprite to character
« Reply #8 on: February 19, 2014, 02:30:24 AM »
He can't have that many frames? I beg to differ http://www.nes-snes-sprites.com/ImagesSheet/MegaManX2Sheet6.gif

lol thats not a lot man :-j...trust me I should know....

but yeh like i was saying earlier about an explode code and what cyanide just broke down to you to pull it off is your best bet to get that done ;)

Take your time man
Lots and lots of supers so f*ckin what

HAIL CROM!!

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