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smashio XZelda-HolicX
Hello can someone help on this? i want mario to animate when i press the right button. but i want the animation to start from sprite 1 to sprite 3, not from sprite 0 to sprite 3. the thing is that i want to create a simple engine kinda like mario i have made all the movements the only thing i need is the animation if someone want to help and look at the code here is the key. E3C3N2NE
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smashio XZelda-HolicX
im stuck...
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*J.P.*[P]£ aj2003aj
let me see what I can do, though later because I have work to do right now (its 84 degrees outside too lol)
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raimondz raimondzz
smashio use spdef to define the frames of mario. Then, use SPANIM to animate the sprite: Example SPDEF: VAR I,N=4 FOR I=0 TO N-1 SPDEF I,0+I*16,0,16,16,0,0,1 SPDEF N+I,0+I*16,0,16,16,0,0,1+8 NEXT ...
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raimondz raimondzz
I can't put an example of spanim because it's too large but you can check this key: DFDEES3
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Stewart segludian1
Q34443GD is my samples folder look for a file in there called platform is is a basic Mario-ish game. You want to use spanim to animate your character. If you skip down to line 528 there are some data statements with example animations. First number is the number of frames. After that you have a pair of numbers per frame duration, and definition number.
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Stewart segludian1
SPANIM [ID], "I", ["@LABEL"], 0 Will start the sprite animating. The 0 at the end says loop forever. [ID] Should be the id number of your sprite. "I" says use keyframe animation. Finally ["@LABEL"] will be the line to find your animation command. You will want to setup a state machine that calls each animation when required. Don't call one every frame that will just restart things over and over.
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