Uggh. Dont plan on a release until maybe a week cuz i have to customize the the engines for each character.
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Uggh. Dont plan on a release until maybe a week cuz i have to customize the the engines for each character.
Yes, it will work on any firmware (besides 1.51 and 1.52) Twenty 2 has 1.5 and I have 2.6 so we are positive. :)Zitat:
Zitat von Airzon50
Are you sure? You could just store the info for each character in an array in charcater select and pull it from that. Or, if you have anamtions of, say, punching or something you could have a set number of frames for each character that are named the same, just in different folders. (i.e., punch1.png could be the first frame and then you would have it in the "sonic" folder or the "shadow" folder). Then you could have it stored as a certain variable in charcater select. Like you could do if menunumber==0 then folder=sonic . Then later when blitting the images use the variable as the folder name.Zitat:
Zitat von Twenty 2
Yeah it would seem easier that way but u cant do it. Each character has a different amount of sprites used to make an animation for an action. Like sonic could have 4 for a jump and Tails have 7. There is also that each character can have their own moves and differences in physics. Thanks for the thought tho :D
Ugg..what a drag :icon_razz I wish you good luck with it then. :)Zitat:
Zitat von Twenty 2
We got some of the basic movements done, but we wont be doing anything tomorrow as it is Twenty's birthday. We still don't have a release date for you.
Zitat:
Zitat von Twenty 2
you could do it...
store all of the moves/physics in a binary ".chr" file as key=value then load them into an empty table using io:read() when the character is selected.
you can even do it in a function like "function loadCharacter(str)"
then pull the correct path leading to that character's folder...
you can also build a table of n images by listing through the character's folder using System.getDirectoryList() (I think thats the function) then grab the filenames.
To pull the images for the animation you could use table.getn(images) to figure out how many times you need to loop through it to catch all the sprites...
It wouldn't be too hard i don't think.. but i havent seen your code so i dunno???
We could do it that way too, but we are fine the way we are doing it right now.Zitat:
Zitat von califrag
Thanks for the idea though. :)
Happy Birthday Twenty 2
if this game is HALF as fun as the thread is to read, i'll play it.