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Sprite angles
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| QUOTE (Latia @ Jun 15 2008, 11:14 AM) | step event
move_towards_point(mario.x,mario.y,1) hspeed-=hspeed vspeed-=vspeed image_angle=direction
Make sure the sprite used faces the right. |
| QUOTE | | I don't have the sprite_angle/image_angle function. |
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| QUOTE (Darkyoshi @ Dec 19 2008, 05:09 PM) | | I remading it to make a Free-Glitch version |
| QUOTE (Keyser Soze @ Dec 21 2008, 12:28 AM) | | Thank god I thought I was going to have to PAY for my glitches! |
| QUOTE | | You know what they say toast is toast. ;3 |
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#9619;#9565; |
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| QUOTE (Elyk @ Jun 15 2008, 11:55 AM) | | I meant that I already gave him both the answers you did, and he said neither worked. |
Yeah, I even came up with an alternative but it still wont work.
I have a seperate sprite for a few different angles (right now im using 2 different, 0 and 45).
| CODE | if object_exists(Mario) and instance_find(Mario,0) and x>view_left and x<view_left[0]+320 { if mydirection="left" and Mario.y<y-32 {sprite_index=piranah_left2} if mydirection="left" and Mario.y<y+16 {sprite_index=piranah_left} if mydirection="right" and Mario.y<y-32 {sprite_index=piranah_right2} if mydirection="right" and Mario.y<y+16 {sprite_index=piranah_right} sound_play(sopiranah) image_speed=0.5 } |
it goes like that for now, I tried rearrangine the y<y stuff like 10 times but nothing works. =/
Even this
| CODE | if object_exists(Mario) and instance_find(Mario,0) and x>view_left and x<view_left[0]+320 { if mydirection="left" and y<Mario.y {sprite_index=piranah_left2} if mydirection="left" and y>Mario.y {sprite_index=piranah_left} if mydirection="right" and y<Mario.y {sprite_index=piranah_right2} if mydirection="right" and y>Mario.y {sprite_index=piranah_right} sound_play(sopiranah) } |
I would prefer the sprite rotaing like before, but none seem to work.
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