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Lönnemyr



Registered
  30/06/2008
Points
  69
26th October, 2008 at 22:37:00 -

I know you`ve only been using mmf for a week but you still seems to understand the program better then me.. (..and I used klick and play back in the 90`s...

So the "quality" refers to the quality of the sprite once it`s rotated, and a higher number means (hopefully) less tearing?

About the aim, I think I fixed it.. I randomly tried to add "-3" to the end of the "Y" formula and now it seems to be located at the right spot This must be better then using the action point.


 
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DakaSha



Registered
  21/10/2008
Points
  32
26th October, 2008 at 22:58:02 -

as long as it works. there is no difference really. it would make a difference if u had different animations for the weapon\arm though.

yeah im guessing that quality meant the amount of processing power that goes into keeping the image as close to the original as possible.

 
n/a

Lönnemyr



Registered
  30/06/2008
Points
  69
28th October, 2008 at 18:10:45 -

Ok, well I have to post again becuse another problem has occured (related to the aim). When the character turns the arm and aim always stays in the same position, which is a bit weird and problematic for the player. You would`t happen to know some math that would put the aim in the same position but in the opposit direction?


O/
( )
/ \ <---character aiming up in the sky in the right diretion


\O
( )
/ \ <---When left arrowkey is pressed I want the player to turn around (like a mirror image).


I`ve not come up with a way to do this yet so I post here and see if anyone can come up with a solution before I do, It would be appriciated.

And another question. Is there a way to make the aim function quicker, as it is now the aim is really slow which is not so great for a fast paced shoooter. maybe it`s possible to make it jump more pixels but that would mean that the aim would be less accurate.

Thanks for taking your time reading..

 
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Sketchy

Cornwall UK

Registered
  06/11/2004
Points
  1970

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28th October, 2008 at 19:36:14 -

You're using PMO right?
Here's an example I made for you:
http://cid-b1e7ee094271bbda.skydrive.live.com/self.aspx/Public/GunAim.mfa

I can tell you right now, that if you haven't updated to build #248 yet it won't work.
You can get the update here: http://www.clickteam.com/eng/downloadcenter.php?i=3

 
n/a

Lönnemyr



Registered
  30/06/2008
Points
  69
28th October, 2008 at 20:42:17 -

Sketchy

Oh, this should work! And yes I use PMO and ofc I have updated to #248 aswell ..I have had so much problem with this aiming feature, hopefully this will be the end of it.

Many thanks to both of you.

 
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