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A couple days ago, I decided to start working on my D-Mods again. Shock, awe.
I wanted a sprite to move in a really bizarre manner, flying across multiple screens in loops and curves.
The only way to make a sprite move in loops and curves is to use sp_mx and sp_my (and 1.08's sp_move_x and sp_move_y) or to hard-code sp_x and sp_y coordinates in order. Either of these methods would be hours upon hours of trial-and-error to calculate.
So I had an idea: Waypoints. Essentially, I place several sprites on the screen, which aren't visible during the game. Then I have my moving sprite target each of those sprites and move to each one in order.
Right now it works, but the speed varies quite wildly between each 'jump', so I have to normalize the speed so it is about the same value.
There's a good chance I'll release some sort of video tutorial (with sample scripts) for people to use. With some modifications (i.e. the use of move_stop instead of sp_mx/sp_my) it could even be useful for things like guards. That way you could have a guard follow a set path without coding it, and then you can just move the waypoints if you decide to change the map later.
I wanted a sprite to move in a really bizarre manner, flying across multiple screens in loops and curves.
The only way to make a sprite move in loops and curves is to use sp_mx and sp_my (and 1.08's sp_move_x and sp_move_y) or to hard-code sp_x and sp_y coordinates in order. Either of these methods would be hours upon hours of trial-and-error to calculate.
So I had an idea: Waypoints. Essentially, I place several sprites on the screen, which aren't visible during the game. Then I have my moving sprite target each of those sprites and move to each one in order.
Right now it works, but the speed varies quite wildly between each 'jump', so I have to normalize the speed so it is about the same value.
There's a good chance I'll release some sort of video tutorial (with sample scripts) for people to use. With some modifications (i.e. the use of move_stop instead of sp_mx/sp_my) it could even be useful for things like guards. That way you could have a guard follow a set path without coding it, and then you can just move the waypoints if you decide to change the map later.