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whos good at math???

2004-11-05
2012-12-25
  • Nobody/Anonymous

    ok heres the problem for about an hour now ive been trying to figure this problem out... imagine a solid tile, 4 sided, player can stand on it, there are 4 spike animations, one on each side, each has 4 frames in the animation a blank tile, a half ejected spike, full ejected, then the half ejected again. now, what i would like to do is have each spike eject in a counter clock wise motion, 1 at a time, up, right, down then left. i cant do it! ive actualy gotten a head ache from it, 6 of us sat down and tried to figure it out and no luck.

     
    • Benjamin Marty

      Benjamin Marty - 2004-11-05

      What happens when you try?  First of all, I think you described clockwise motion, not counterclockwise.  Next, make sure that all your tle animations have the same total number of frames.  The sum of all the delay values should be equal for all 4 tile animations.  For any more advice, I think it would be easiest to first hear what results you are getting when you try.

       
    • Nobody/Anonymous

      well first i tried just to get a clock wise motion around a block, no half ejected spikes, just pop up then go away then on to the next and so forth, for some reason i thought id try 25 intervals a delay of 25 of the first, 50 of the next, 75 then 100, well that obvisoly didnt work, then i downloaded a sonic 2 rom, and got to one of the spike blocks i was trying to create and got a stop watch and each time the timing was different, but i now know each spike animation needs a different starting tile...

       
    • Ed

      Ed - 2004-11-05

      The delay is not measured from the beginning of the animation, but rather from the end of the previous frame, if that's what you were thinking.

       
    • Nobody/Anonymous

      got it figured out.

       

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