Reply to Re: Synchronizing sound with animation
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You know how the 'hit' sound of fists and sword is done? You could try to copy that. It involves setting SPECIAL frames in dink.ini, and sp_attack_hit_sound(&spritenum, &soundnum);
Now you just have to make it 'hit' something.
But beware: ALL sprites with that sequence will play that sound if there's something they 'hit' (i.e. when there's another hittable sprite in their hardbox).
Now you just have to make it 'hit' something.
But beware: ALL sprites with that sequence will play that sound if there's something they 'hit' (i.e. when there's another hittable sprite in their hardbox).