MistSonata
Moderator
I've thought about making tutorials, but honestly the physics script is going to change drastically in 4.1, and I'm too lazy to put in that much effort for something that might be obsolete soon enough.
MistSonata said:I've thought about making tutorials, but honestly the physics script is going to change drastically in 4.1, and I'm too lazy to put in that much effort for something that might be obsolete soon enough.
MistSonata said:I've thought about making tutorials, but honestly the physics script is going to change drastically in 4.1, and I'm too lazy to put in that much effort for something that might be obsolete soon enough.
CutterCross said:Your animation bug is due to the fact that your boss is higher than 4 sprites high. Anything higher than that will almost certainly cause weird issues with the animation. One way to work around this is to split your boss into 2 different smaller monsters and stack them on top of each other, but moving them together will take some finagling to figure out. Also, having your boss larger than 4 sprites HORIZONTALLY can also cause some weird issues with the color palettes, though you don't seem to be having that issue yet. Always something to keep in mind though!
The bug is kind of an enigma to me at the moment. All I know is that anything larger than 4 sprites wide, 4 sprites tall has the POTENTIAL to cause buggy animations/color pallet issues. I suppose it has to do with how many frames of animation you're using. (Nice solution btw!)SuperMar10Brothe said:CutterCross, What are the exact specifics of this bug? is it something to do with memory constraints? i cut out the 4th frame of animation and it works fine, i just need to rethink the walking animation to fit it into 3 frames instead of 4 and i already got an idea.
dale_coop said:Wow... do you know if Joe informed about that issue and maybe have already fixed it in the 4.1?
CutterCross said:I don't know about that. I talked about it in my video on analyzing cutscenes, which I'm pretty sure Joe has seen. Don't know if he fixed it in 4.1.0, or if it even CAN be fixed.
SuperMar10Brothe said:Ok so heres my solution (something i intended to do from the start anyway) making the robot pause after every step forward.