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_259432
Member Since 06 Apr 2012Offline Last Active Jan 10 2013 02:59 AM
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- Active Posts 19
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Posts I've Made
In Topic: Sprite won't animate properly
06 January 2013 - 04:55 PM
Bumpety bump...if you see the problem but can't fix it, that might be just as good...please?
In Topic: Rotating object while it follows a path. [Solved]
06 August 2012 - 04:21 AM
Ah, that's even better! And no, I don't know how to mark topics here...
In Topic: Rotating object while it follows a path. [Solved]
06 August 2012 - 04:07 AM
You could probably make a rotation timing sequence using variables... say, if it takes 35 frames to go from point 0 to point 1, then initialize the variable "rotate_state" or something to 0 in the create event and have an alarm set to 35, and in the step event have something like if rotate_state = 0 rotate sprite relative to 1 degree, then in the alarm have it set rotate_state to 1 and have the next alarm set however many frames it takes to get to the next point with an if rotate_state = 1 rotate sprite relative to x degrees and so on and this is a horrible sentence.
I'll come back with code or a GMK to help explain what I'm trying to say :-)
I'll come back with code or a GMK to help explain what I'm trying to say :-)
In Topic: Problem with sprite changing/flipping
02 August 2012 - 04:33 AM
Hmm could you pm me the rest of your code that way I have a better understanding of it. I mainly want to take a look at the code that handles the objects hspeed.
Done. Thanks for the help :-)
In Topic: Problem with sprite changing/flipping
02 August 2012 - 01:50 AM
No go. It actually works worse, it gets stuck on whatever was the last sprite used in that frame (if running, it jams on the running sprite instead of the walking one).
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