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GML, I have Pro so no restraints
MegaTailzChao |
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So long, and thanks for all the fish.
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First of all you need to define 4 variables for each afterimage.
Let's call them x1, y1, sprite1, image1, x2, y2, sprite2, image2, and so on.
Set an alarm, and on the alarm set the last variables (For this example we'll use 2) to the next variable's sets, and the next to the next, and so on. Set x1, y1, sprite1, and image1 to x, y, sprite_index, and image_index accordingly.
On the draw event, put draw_sprite(sprite1,image1,x1,y1), and repeat for every afterimage you want.
So...
Alarm event:
| CODE | //Makes it so the oldest after-image goes away, and replaces the newest one with an older one to make room for another. x2 = x1 y2 = y1 sprite2 = sprite1 image2 = image1
//Creates a new after-image x1 = x y1 = y sprite1 = sprite_index image1 = image_index
alarm[whatever alrm you set this to] = however much delay you want between images |
Draw event:
| CODE | //Draws the after-images draw_sprite(sprite1,image1,x1,y1) draw_sprite(sprite2,image2,x2,y2) //etc. |
Simple enough.
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Mr.Cintrak |
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No More.

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| QUOTE (MegaTailzChao @ Jul 14 2008, 10:46 PM) | First of all you need to define 4 variables for each afterimage.
Let's call them x1, y1, sprite1, image1, x2, y2, sprite2, image2, and so on.
Set an alarm, and on the alarm set the last variables (For this example we'll use 2) to the next variable's sets, and the next to the next, and so on. Set x1, y1, sprite1, and image1 to x, y, sprite_index, and image_index accordingly.
On the draw event, put draw_sprite(sprite1,image1,x1,y1), and repeat for every afterimage you want.
So...
Alarm event:
| CODE | //Makes it so the oldest after-image goes away, and replaces the newest one with an older one to make room for another. x2 = x1 y2 = y1 sprite2 = sprite1 image2 = image1
//Creates a new after-image x1 = x y1 = y sprite1 = sprite_index image1 = image_index
alarm[whatever alrm you set this to] = however much delay you want between images |
Draw event:
| CODE | //Draws the after-images draw_sprite(sprite1,image1,x1,y1) draw_sprite(sprite2,image2,x2,y2) //etc. |
Simple enough.
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thanks ill try it tomorrow!
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| QUOTE (Boxxy) | | i love how you are all **** WHERE IS MY MARIO ZELDA HYPER PIKMIN GAME when e3 comes along but when those kinds of games come out you just say THIS GAME IS **** DAMN THAT CONTROLLER LOOKS LIKE A DIL-DO |
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