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Thread: Weapon/armor sprites

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    Weapon/armor sprites

    Hi i want to know the best way to do create armor and weapons on my player. I mean, if you change your weapon it will display on the player that you hold another weapon in your hand and the same as on armors.
    I have try some stuff, but it look funny when you are hitting with the sword. Not always the sword follow your and.
    thx

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    Re: Weapon/armor sprites

    The way I do it is to animate the sword/armor as separate objects, and have the animations match the original player sprite. You just have to place them at 0,0 of the player if you've got the animations at the same speed (with the same number of frames).

    Of course you could code all your animation like the example on this site, but that's more of an "expert" method.

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    Re: Weapon/armor sprites

    yes but if you do do that then when your character is moving the weapons and armor would slip a bit behind the player, but when the character stops moving the items quickly stick themselves back in place.

    There must be a way to keep them in one position at all times, but if you want them to change at sometime then you wouldnt one them always positioned one the player.

    Maybe when a global value is on a certain number then a specific type of armor should position itself onto the player.

    EXAMPLE:

    *if global value A = 1 position level 1 armor 0,0 player.

    *if global value A = 2 position level 2 armor 0,0 player.
    .....ETC.

    Same for the weapon but the position would be more near to the players arm than its torso.

    I hope that helps. :cool:

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    Re: Weapon/armor sprites

    Crossbones i have done that, but sometimes the sword and the body animation seperat, and it looks funny :P

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    Re: Weapon/armor sprites

    Um is my word not getting through or something...... i did leave an example for you.

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    Re: Weapon/armor sprites

    Quote Originally Posted by Martin_R_Bodger
    Um is my word not getting through or something...... i did leave an example for you.
    That because what your saying is not only common sense, its not helping him with the problem he's having now, having the objects lag behind a bit.

    What I do is create a hit box, or an invisible box that does all the movement and such. Then set all the objects to that, so if there is indeed some form of lag, its completly unnoticable since all object lag slightly together from an invisible box that you can't see. Thats worked for me everytime i've done something like this, so hope it works for you. Heres an example to clarify more:

    Ex: Player
    //Sword
    //Armor
    //Helmet

    and doing this instead

    Ex: InvBox
    //Player
    //Sword
    //Armor
    //Helmet

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    Re: Weapon/armor sprites

    Zeno im gonna try that one. thx

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    Re: Weapon/armor sprites

    It's actually a very good solution, as you also avoid movement bugs when the animations of your character change the character's collision mask.
    The probably only other way to do it, is to use a custom movement for the character, as only the built-in clickteam movements cause the lagging (they are updated after all the events are run, but before the screen is drawn).

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