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
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Bloodpool sprite resize "For the shrunker action and boss"
#1 Posted 13 November 2018 - 01:17 PM
This post has been edited by Firefly_Trooper: 13 November 2018 - 01:18 PM
#2 Posted 13 November 2018 - 03:55 PM
Is this correct?
I used this for a BOSS
The only problem is that I can not properly define the size, and make the puddle of blood appear gradually.
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.
#3 Posted 13 November 2018 - 04:51 PM
Firefly_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.
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