It's a great example, but I guess it only works for geometric characters like robots and less for ones with organic shapes.
Edited by GfxRippersSuck, 23 May 2011 - 11:07 AM.
Posted 23 May 2011 - 11:07 AM
Edited by GfxRippersSuck, 23 May 2011 - 11:07 AM.
Posted 24 May 2011 - 01:00 AM
"c_gray" in the script doesn't work in the lite edition, I have to change it to c_white.
It's a great example, but I guess it only works for geometric characters like robots and less for ones with organic shapes.
Posted 24 May 2011 - 08:11 PM
Posted 25 May 2011 - 05:30 AM
Posted 27 May 2011 - 01:57 PM

Edited by Fihrilkamal, 28 May 2011 - 09:29 AM.
Posted 27 May 2011 - 02:46 PM
Posted 27 May 2011 - 09:03 PM
Posted 28 May 2011 - 03:53 AM
Posted 28 May 2011 - 11:52 AM
Posted 28 May 2011 - 12:18 PM
Well iv been doing my project for topdown but now it will be 3Dish 2D
i hate 3D coding and love 2D and this is what i needed 3Dish 2D
just need stationary sprite example then ima try somenthing on my own when time comes for gfx.
Posted 28 May 2011 - 04:17 PM
Posted 30 May 2011 - 10:45 AM
I strongly suggest you implement the modified method posted on the first page, or at least a toggling-example of it, so users can see both. I feel it would make it look much better.
Posted 30 May 2011 - 12:53 PM
Posted 04 June 2011 - 11:45 PM
thats good to know,
but isn't there a way to have the animations but looking at the mouse? cause for TDS its a very handy thing,
and by buildings i meant like walls or something lol
Posted 06 June 2011 - 12:16 AM
Posted 06 June 2011 - 12:27 AM
Posted 06 June 2011 - 02:18 AM
Posted 06 June 2011 - 02:21 AM
image_angle+=(sin((direction-image_angle)*pi/180)*8);
Posted 06 June 2011 - 01:24 PM
The code for gradual turning towards direction is:
image_angle+=(sin((direction-image_angle)*pi/180)*8);
Change 8 higher or lower to make it go faster or slower, respectively.
Posted 06 June 2011 - 07:33 PM
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