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Devernath



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  04/12/2004
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8th March, 2008 at 13:46:24 -

Hey, its me again....

I wanted to program Roc's Feather into this game, you know, the thing that lets you jump. I'm might put the mini side by side scrolling part, i dont know. The real issue is using it in the overworld map.

I could simply put an animation that basically makes him immune to getting hit by enemies or falling in holes. That's easy enough.

But the actual aesthetics of it might be hard. I could just use an animation, but then it wouldnt like hes jumping; it would like hes (jumpingani) straight across. How can I make it look more convincing?

 
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-Liam-

Cake Addict

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  06/12/2008
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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
8th March, 2008 at 16:20:19 -

If you adjust the hot spot (Or was it the action point..?) in the animation editor, then you can move the player's animation frame up to give the effect of him being airborne. Move it up one or two pixels at a time gradually, then bring it back down for a nice, smooth looking animation.

Image Edited by the Author.

 
Image

Tell 'em Babs is 'ere...

AndyUK

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  01/08/2002
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9th March, 2008 at 14:44:44 -

the real 2d Zelda games basically create a shadow when you jump. You can use the shadow for collisions.

 
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Devernath



Registered
  04/12/2004
Points
  54

VIP Member
9th March, 2008 at 18:35:29 -

It doesnt work.....the jumping animation cant give him immunity from the background. if I put..

Link collides with background
Jumping ani not playing

Link STOP.

It doesnt work. He just goes through all the backgrounds. And it doesnt let me use a detector to STOP him.


Image Edited by the Author.

Nevermind, I figured it out. Instead of stopping, I put "Ignore Control". Not quite the same, but it gets the job done.

Image Edited by the Author.

 
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