Super Smash Matoran
#1
Posted 03 March 2012 - 08:37 PM
#2
Posted 05 March 2012 - 02:47 PM
That's what I've been doing for my Bionicle fan-game (blatant self-advertising here), and it's served me well so far.
By the way: If you want your signature to make a bit more poignant sense you should probably add an if() statement to that "code". Possibly replace the insane number of 9's with an equation or something as well. Also: The code seems to use a string for what could be done with binary input, and it does not give any alternatives in case the second line has a different value.
#3
Posted 05 March 2012 - 08:17 PM
#4
Posted 05 March 2012 - 10:19 PM
What I meant with the latter was just that 999etc is not an infinite number, as you may want. I'm also generally annoyed by signatures that proclaim "The One Truth" on random internet forums, so I feel the need to comment on how to improve them while not wanting to start a direct debate. In this case, the obvious GML reference with a lack of syntax and the unnecessarily large width of the signature (similar to excessive punctuation) led me to comment. Sorry about that.
#5
Posted 05 March 2012 - 10:38 PM
#6
Posted 06 March 2012 - 09:46 AM
#7
Posted 06 March 2012 - 11:37 AM
#8
Posted 06 March 2012 - 11:20 PM
#9
Posted 06 March 2012 - 11:27 PM
#10
Posted 08 March 2012 - 08:51 AM
There aren't too many Matoran sprites given their limited range of motion, but the newer ones work (they look more like short Toa, though). In any case, I have some extra Rahkshi and weapon sprites, I'll compile and upload them as well.
#11
Posted 08 March 2012 - 11:37 AM
#12
Posted 08 March 2012 - 04:09 PM
http://www.mediafire...qbmkb1bt7xewb19
Any file that ends with "_strip" has already been aligned into a proper animation. All you need to do for those is to Load File in Game Maker's sprite editor. You may need to add the number of frames to the end of some; I didn't bother to. (Example: "_strip8" for an image with 8 frames.)
For masks, you will have to draw them on top of the character with Game Maker, or simply paste them onto the character's heads in a program that supports layers (I recommend Paint.NET). Ditto for color change. Use the palettes provided or just the hue shifter.
If you are lazy (
#13
Posted 08 March 2012 - 08:04 PM
EDIT: Ohhhhh, me like. Will definitely use these. Thanks a lot, I really appreciate it!
Edited by The Legend, 08 March 2012 - 08:53 PM.
#14
Posted 08 March 2012 - 09:29 PM
For the record, I used dynamic coloring in my game (split the sprites into parts and color them individually with code), so there can be as many custom characters as the player wants (or the game generates). I won't give you that code given its complexity (and the fact I'm using it for myself right now
</advertising because I want to show off>
#15
Posted 08 March 2012 - 09:43 PM
Edited by The Legend, 08 March 2012 - 09:43 PM.
#16
Posted 09 March 2012 - 10:36 PM
Or, you have mistyped the sprite name somewhere and has the infernal setting "Treat uninitialized variables as value 0" turned on.
#17
Posted 10 March 2012 - 12:20 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users











