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Projectile Improvement
If a multiframe gani is continuous (or set to loop?), it is treated as a one-frame gani - the animation will be played for the entire course of the projectile.
Advantage: instead of plugging in a .mng and clogging up the server with an unneccessary single-use graphic, you can recycle spritesheets to have animated rotating ganis. Like throwing a Bomy frisbee style - you'd have to make a .mng for each Bomy to do it under the current system and make it spin, nee? |
Yes sounds good, when it is continuous the game could just loop it instead of calculating one of 7 frames depending on the arrow angle
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Wuhoo!
*starts work on a thrown hammer gani* |
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Is it done yet? ^_~
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Sounds like fun.
I think I know what you are talking about. o.O Perhaps I could use that as well. Yes... ... ... --------------------------------------------------------------- donotforgettoaddline(x,y,x2,y2)okthatisamustshowli neindex,x,y,x2,y2;yesmusthavethatwehavetohavethatt hatwouldbeprettycoolwecanfindlot'sofstufftodowitht hatifwearecreativewecanevenmakethingslikemini3deng ineswithfull3dpolygonalmodelsisn'tthatinovativeeno ugh?wecanbeveryinovativewithbeingabletodrawlinesye sifyoureadthisiwillbeverysurprisedbecouseitisreall ystupidofmetowriteallthisherelikethis.it'skindalam eisitnot.wellwhateverletsseewhathappensandwhowinst heprizebyreadingthiswholethingeventhoughthereisnop uncuationinmostofthepartsandIprabablymisspelledawh olelotofthingsokbyebyebyenowi'llstopallthisnonesen se. |
Hey I made the sound for that hammer didnt I?
Answer:why yes, yes I did :) -Soul |
i likey the idea
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Will work onthe gani stuff very soon
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Hee hee, okay. It seems to work already (thrown hammers on Classic), but that could be an illusion.
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