Code:
Problem description:
So I have two icons for my dashing and its after effect. Theres the dashing effect its self(like wind blowing back behind the player), and a dash trail.
i've already tried several different codes and etc, but i can't seem to get what i want. basically i want my dashing to be like this
Can someone please help out with a demo or something?
ID:2104725
Jun 23 2016, 12:52 am
|
|
Jun 23 2016, 12:58 am
|
|
Just like this actually, the dash effect and trail is the same icon style.
|
This is as simple as tracking distance traveled and generating a trail for every x movements.
Show the code you are working with. |
In response to FKI
|
|
mob/var Different methods but not really what i want. I was hoping for a whole new set of codes, or demo or something |
In response to Mf2
|
|
Mf2 wrote:
plz write my code fixed for you |
Lol basically honestly. There's a certain way i want it and i can't get it. been so long and all so...I do require some help, but i also want to understand the code, not just have it written for me..
|
In response to Mf2
|
|
This is a tile-based game? What you want to mimic is pixel-based. You won't achieve the same level of accuracy as they did.
Besides that, there is a lot wrong with your snippet. For starters, your Dash_Circles objects should be initialized on a turf. As of current, the effects are going into the moving mob's contents list instead of where they are standing. The way you are using walk() is all types of sloppy; you really should be using step(). Additionally, that spawn(8) does nothing at all. Correct usage would look like: spawn(10) Your Move() proc also returns nothing when it expects to be returned a number -- in your case, 1 for success and 0 for failure. Ignoring this will lead to game-breaking behavior. These are just a few things that stood out at first glance. But yeah, don't expect pixel-accurate behavior in tile movement mode. |
Actually I am using a pixel-movement based system, and apologies i did go back and fixed the spawn thing and the walk. But how would you do it?
Also, i didn't use step because with the step, the mob would only move a certain amount of pixels, not very far or fast for that matter. |
Also, i didn't use step because with the step, the mob would only move a certain amount of pixels, not very far or fast for that matter. That's why you would use a loop of some sort to continuously move. This is better than what you are doing, which I'd consider bad practice. An example of my own dashing: var/distance_moved = 0 But how would you do it? As I explained in my first post: This is as simple as tracking distance traveled and generating a trail for every x movements. Not much else to it, as seen in my snippet above. |