Reply to Re: Sequences: Blood rain.
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What Pillbug said... If you want to, you can also create a new sprite to play the sequence in the old one's place (this method is a little bit more amateurish, but it's also less likely to bug out hideously
).
//get the old sprite's coordinates
int &mox = sp_x(¤t_sprite,-1);
int &moy = sp_y(¤t_sprite,-1);
//create blood sprite - giving it brain 7 so it dies on its own after playing the seq
int &BLAHD = create_sprite(&mox,&moy,7,[number of the blood seq],1);
//sequence GO!
sp_seq(&BLAHD,[number of the blood seq]);
PS. //this is fluff, so that the blood isn't punchable:
sp_nohit(&BLAHD,1);

//get the old sprite's coordinates
int &mox = sp_x(¤t_sprite,-1);
int &moy = sp_y(¤t_sprite,-1);
//create blood sprite - giving it brain 7 so it dies on its own after playing the seq
int &BLAHD = create_sprite(&mox,&moy,7,[number of the blood seq],1);
//sequence GO!
sp_seq(&BLAHD,[number of the blood seq]);
PS. //this is fluff, so that the blood isn't punchable:
sp_nohit(&BLAHD,1);