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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Sun Sep 09, 2012 5:19 am 
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wooot.....all is fine now..xD...TY
Did you make these context menu icons StepS?....after install they appeared.....there cool...


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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Sun Sep 09, 2012 10:06 am 
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Curtis wrote:
Did you make these context menu icons StepS?....after install they appeared.....there cool...

yes


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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Sun Sep 09, 2012 11:08 am 
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Joined: Fri Oct 16, 2009 3:26 pm
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To watch px replays u need to right click the replay -> open with... -> Wormkit

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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Sun Sep 09, 2012 11:17 am 
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Zed wrote:
To watch px replays u need to right click the replay -> open with... -> Wormkit

not needed with wormkitDS ;)


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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 3:41 pm 
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HI......I was wondering if sum1 could examine this LIB which i got off Zed's replay which he posted up above.....I made up a javelin sprite which I wanted to stick to the walls after being thrown but when i throw the javelin and it hits the land the whole sprite appears along with its 20 or so frames which you can also walk on after they appear lol........My question is how would you get the javalin to stay in the land at the angle it hit the land at.......i tried changing it to "track movement because it was on cycle before for Zed's sprite.....It throws fine and it looks good in the air but ya when it hits it lokos wrong..........


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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 5:31 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
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Well its hard =)
You need to separate each image and load it separately as png. Then you need to use different bitmap variable for each image, catch fireangle on shoot and draw according bitmap. Pretty complex. I can do it if you will give me these 32 images (im too lazy for photoshop).

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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 6:12 pm 
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So basically you would need a 60 x 60 png of every frame the sprite uses.......so you would need these 32 png's serperated into 32 60 x 60's?
do you want me to number the png's so yo know which are which so like from top javelin 1 - javelin 2 etc etc....?

I will work on seperating the png's after making every rotation perfect.....(i noticed its a bit choppy on the the downward curve).....pls let me know If im on the right track......


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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 6:27 pm 
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Betatester

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Actually i just found out that its possible to remake ur lib so it will work, and im trying to do it now :D

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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 6:39 pm 
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ZED wait one sec...im just working on a better sprite for it the other was too thin and this one is a lil longer...
If its easy to just plug a new one then no worries but ya this new sprite much better....


Last edited by Curtis on Sun Nov 03, 2013 10:26 pm, edited 1 time in total.

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 Post subject: Re: Ferrets, anyone up for the challenge?
PostPosted: Tue Sep 11, 2012 7:16 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
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You can just load new sprite in the new lib. I made working beta version, but there is a problem.
There is some hard way the game converts speed of the missile into the number of frame (so the game can draw an arrow sprite in the correct angle (or bazooka sprite, or any other)) while its flying.

I dont know the formula that is used in this process, and im not good enough mathematician myself to make a new one. So it currently works at 1/8 of random.
If someone knows formula that used by the game to convert SpeedX and SpeedY into frame number in the sprite, tell me.

http://www.sendspace.com/file/4596kq

Ill try to make it better..

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