Please help me!
Please! I need help with an animation! How to create an sprite and then move it like a movie?
Please help!
I want that there comes an monster with a little girl and the girl says like help dink and the monster say like you will not and we fight then when i kill hem then the girl comes to me and thanks me then she goes away.
P.S.
Help, help and help!
-- Kory
Please help!
I want that there comes an monster with a little girl and the girl says like help dink and the monster say like you will not and we fight then when i kill hem then the girl comes to me and thanks me then she goes away.
P.S.
Help, help and help!
-- Kory
Lets say, if you use a bonca as creature.
and you use sequence 536 ( bonca looks east )
then make sure
sp_base_walk(&current_sprite, 530);
is in his script, then use move / move_stop
and he should play his animation.
void main(void)
{
//script of the creature
sp_base_walk(&current_sprite, 530);
}
and you use sequence 536 ( bonca looks east )
then make sure
sp_base_walk(&current_sprite, 530);
is in his script, then use move / move_stop
and he should play his animation.
void main(void)
{
//script of the creature
sp_base_walk(&current_sprite, 530);
}
: I want that there comes an monster with a little girl and the girl says like help dink and the monster say like you will not and we fight then when i kill hem then the girl comes to me and thanks me then she goes away.
I want that there comes an monster with a little girl, and the girl says like: "Help, dink!", and the monster says like: "You will not!", and we fight. Then, when I kill him, then the girl comes to me and thanks me, and then she goes away.
Now, isn't that soooo much easier to read?
Yeah, I know... (I'm a) bore, bother, nag, pain in the ass... but I just hate reading those stupid sentences without heads or tails.
I want that there comes an monster with a little girl, and the girl says like: "Help, dink!", and the monster says like: "You will not!", and we fight. Then, when I kill him, then the girl comes to me and thanks me, and then she goes away.
Now, isn't that soooo much easier to read?

ok, its simple really, (if you need more help, go download bin's tutorial, its the best for begginners
), the move command is like this:
move_stop(&sprite#, direction#, x/y coordinate#, move_through_hardness#);
example:
move_stop(&current_sprite, 8, 200, 1);
the sprite is the current_sprite, the direction is 8 (he walks up, the numbers on the num pad specify the direction, 6 is left, 9 is upper-right, 2 is down, etc.) the y coordinate is 200 (thats the y coordinate he moves to, then he stops, no x coordinate is needed since he will stay on the exact same x coordinate when he walks), i think the 1 means that he can walk through hardess, and the last 2 synmbos ); close the command.
When they are moving both on the x and y coordinate, i think you specify the x coordinate when he walks.
When you want a character to move off screen, give an x/y value that is not on the screen-
example:
move_stop(&oldlady, 9, 500, 1);
sp_active(&oldlady, 0);
ok, the 500 means he has just moved off screen, the sp_active command means that the oldlady will no longer be used (im not sure why you need it, but do it anyway to save trouble).
ok, i forgot to mention something: when there is more than 1 sprite (not including dink (1)), there needs to be a name for that second sprite, so therefore you need to predetermine the name of the sprite when you walk into the room. To do this, you need to create the sprite, if you wanted the name to be &oldlady (there must be an & before the name of the sprite), you need to know the coordinates where they start, their frame/sequence, and their brain number. I dont know how much you know about frame/sequence/coordinates/brains, so ill explain it all. Ill give a few examples and you will catch on when i explain them
example 1:
int&oldlady = create_sprite(x, y, brain#, sequence/frame);
the int must be placed before the &oldlady in every situation. the name can be changed, so you can call him &money, or &srhshsfhsghsjhs or &kory, but the & must always be before the name. To find the x and y values, go into the editor and place your mouse on the spot where you want him to start at, then look at the bottom and find where the x and y coordinates of your mouse tip are specified at, hold the spacebar to make sure he doesnt start in any hard spots, or else he wont be able to move. Just give him a brain 6 if you want him to walk around like any other guy (after you specified his speed and his sequences). To find the sequence and the frame of the guy (what he looks like when he his created), go find the person you want to create, then find the first image of whatever you want him to start as, then look at the bottom and it will tell you the sequence, and the frame is the number down the lines, so if it was the second frame down the first column, it would be frame 2, it goes by 7's, so the first frame on the second column would be frame 8, etc. Then close the command.
Now we need to talk about his movement, to do this, we need to find his series of sequences, if his first sequence was 101, (lets just say his name was &current_sprite) do the command:
sp_base_walk(&current_sprite, 100);
somebody continue this long post, cuz im hungry

move_stop(&sprite#, direction#, x/y coordinate#, move_through_hardness#);
example:
move_stop(&current_sprite, 8, 200, 1);
the sprite is the current_sprite, the direction is 8 (he walks up, the numbers on the num pad specify the direction, 6 is left, 9 is upper-right, 2 is down, etc.) the y coordinate is 200 (thats the y coordinate he moves to, then he stops, no x coordinate is needed since he will stay on the exact same x coordinate when he walks), i think the 1 means that he can walk through hardess, and the last 2 synmbos ); close the command.
When they are moving both on the x and y coordinate, i think you specify the x coordinate when he walks.
When you want a character to move off screen, give an x/y value that is not on the screen-
example:
move_stop(&oldlady, 9, 500, 1);
sp_active(&oldlady, 0);
ok, the 500 means he has just moved off screen, the sp_active command means that the oldlady will no longer be used (im not sure why you need it, but do it anyway to save trouble).
ok, i forgot to mention something: when there is more than 1 sprite (not including dink (1)), there needs to be a name for that second sprite, so therefore you need to predetermine the name of the sprite when you walk into the room. To do this, you need to create the sprite, if you wanted the name to be &oldlady (there must be an & before the name of the sprite), you need to know the coordinates where they start, their frame/sequence, and their brain number. I dont know how much you know about frame/sequence/coordinates/brains, so ill explain it all. Ill give a few examples and you will catch on when i explain them
example 1:
int&oldlady = create_sprite(x, y, brain#, sequence/frame);
the int must be placed before the &oldlady in every situation. the name can be changed, so you can call him &money, or &srhshsfhsghsjhs or &kory, but the & must always be before the name. To find the x and y values, go into the editor and place your mouse on the spot where you want him to start at, then look at the bottom and find where the x and y coordinates of your mouse tip are specified at, hold the spacebar to make sure he doesnt start in any hard spots, or else he wont be able to move. Just give him a brain 6 if you want him to walk around like any other guy (after you specified his speed and his sequences). To find the sequence and the frame of the guy (what he looks like when he his created), go find the person you want to create, then find the first image of whatever you want him to start as, then look at the bottom and it will tell you the sequence, and the frame is the number down the lines, so if it was the second frame down the first column, it would be frame 2, it goes by 7's, so the first frame on the second column would be frame 8, etc. Then close the command.
Now we need to talk about his movement, to do this, we need to find his series of sequences, if his first sequence was 101, (lets just say his name was &current_sprite) do the command:
sp_base_walk(&current_sprite, 100);
somebody continue this long post, cuz im hungry

lol, i just started writing, i didnt bother to see how much time i was wasting, or how much i wrote
: I dont have problems reading...
Try a book that consist of one long sentence...
And didn't I say I was nagging?
Try a book that consist of one long sentence...
And didn't I say I was nagging?
