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Re: adding .bmp pictures keep moving..
[Re: jamesk85]
#68283
03/26/06 13:47
03/26/06 13:47
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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??? do you mean a sprite rotating with the player? If so, assign this action to it to make it stop:
action no_rotate { my.facing = off; // stops the automatic rotation }
If not, have "on" instead of "off".
Another option is to add a tiny rotation to the sprite, 90.007 is as close as you'll get. If scaled, this will vary.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: adding .bmp pictures keep moving..
[Re: jamesk85]
#68285
03/27/06 05:35
03/27/06 05:35
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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You have four options:
1. Use the script I provided (untested). 2. Rotate the sprite very slightly. 90.007 (instead of 90) is as close as you're going to get. 3. You could also have the rotation at 270 instead of 90 (for the first one, the pan). You may need flip the texture horizontally though to get it to look right. 4. Use a model instead of a sprite.
The first method takes out the confusion and keeps the accuracy, but you may need some scripting knowledge, mainly just where you can place the code. The second method also does, but is slightly less accurate. If you need high-precision placement of objects (especially in the case of joining two sprites right next to each other), the second option isn't for you. If the first two options aren't for you, the third option retains the accuracy and gets rid of the rotation effect, but requires a simple modification. If the texture is flipped when you have the rotation at 270, then you'll need to do a quick horizontal flip in your graphics edittor. If you don't want to be bothered with the horizontal flip, if there is the need for it, option 4, using a model instead, is just as good. A sprite is nothing more than a model with 4 vertices and two triangles forming a square or rectangle, of which has a texture tossed onto it.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: adding .bmp pictures keep moving..
[Re: jamesk85]
#68287
03/29/06 15:27
03/29/06 15:27
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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To be able to select it as a behavior, there are two methods:
1. (permanent - always updated) Go into WED's preferences and for updating of externally modified files, choose "Auto" instead. This way, any edit you make will be updated automatically in WED. You may need to close WED and reopen it and your level though. 2. (temporary - works once, but has to be redone in a future case) Just close WED and reopen it and your level.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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