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Bloodpool sprite resize  "For the shrunker action and boss"

User is offline   Firefly_Trooper 

  • 12

#1

New thread, for another code detail.

What is the best way to gradually show the bloodpool sprite with the chosen size?

I created a code for the boss2, but the sprite appears the first time, without frame animation.

I'm looking for another way, to make the game more consistent, for the killing of shrunken monsters and boss.

1. Little bloodpool for the monsters shrunked
2. Big bloodpool for the boss

This post has been edited by Firefly_Trooper: 13 November 2018 - 01:18 PM

0

User is offline   Firefly_Trooper 

  • 12

#2

Is this correct?

onevent EVENT_SPAWN
  switch sprite[THISACTOR].picnum
  case BLOODPOOL
  state genericshrunkcode
  ifcount 32
  {
    ifpdistl SQUISHABLEDISTANCE
    pstomp
  }
  sizeat 10 10
  break
  endswitch
endevent


I used this for a BOSS

onevent EVENT_SPAWN // big bloodpool for BOSS1
  switch sprite[THISACTOR].picnum
  case BLOODPOOL
  ifspawnedby BOSS1
  sizeat 60 60
  break
  endswitch
endevent


The only problem is that I can not properly define the size, and make the puddle of blood appear gradually.
0

User is online   Trooper Dan 

  • Duke Plus Developer
  • 3,267

#3

View PostFirefly_Trooper, on 13 November 2018 - 01:17 PM, said:

New thread, for another code detail.


No, don't make a new thread every time you have a question about how to code something. You currently have 5 different threads like that in this forum alone which you have posted in recently.

You should start ONE thread in the Help Me subforum, name it something like "CON coding problems", and then just keep updating it with whatever you are currently working on. And do not expect people to be very helpful if you do random things with your code without understanding it, and are unable to isolate the problem because you don't have a good testing procedure.
0

User is offline   Firefly_Trooper 

  • 12

#4

Very just ! Thank you
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