I'm working on a game where the main character has like 60 scripts over 8 different levels. Most of the time, the sprite will be pointing left/right, but it occured to me that it would be nice to give him some rotation while underwater. Unfortunately, this involves splitting the sprite into two: one that can rotate and one that can't. Then all the blocks sensing the character in the swimming levels will have to be changed. I'm just wondering if something like Jens' Flip will be introduced in 1.3, or if there will be a block that allows you to dynamically select the rotation type. Please? I'm going to lose sleep over this!
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I hope they put that in too!
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Mee too . the flip block would be nice
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of course, you could just squeak-hack and make it yourself lol
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fullmoon wrote:
I'm working on a game where the main character has like 60 scripts over 8 different levels. Most of the time, the sprite will be pointing left/right, but it occured to me that it would be nice to give him some rotation while underwater. Unfortunately, this involves splitting the sprite into two: one that can rotate and one that can't. Then all the blocks sensing the character in the swimming levels will have to be changed. I'm just wondering if something like Jens' Flip will be introduced in 1.3, or if there will be a block that allows you to dynamically select the rotation type. Please? I'm going to lose sleep over this!
Would it help to make the character out of two sprites? One invisible sprite that handles the motion and another visible sprite that follows the motion of the the first sprite. That way, the visible sprite could act like a Left/Right most of the time (using left and right costumes), but could also be a Rotating sprite when you needed it to be one. Hopefully that is clear enough!
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Paddle2See wrote:
fullmoon wrote:
I'm working on a game where the main character has like 60 scripts over 8 different levels. Most of the time, the sprite will be pointing left/right, but it occured to me that it would be nice to give him some rotation while underwater. Unfortunately, this involves splitting the sprite into two: one that can rotate and one that can't. Then all the blocks sensing the character in the swimming levels will have to be changed. I'm just wondering if something like Jens' Flip will be introduced in 1.3, or if there will be a block that allows you to dynamically select the rotation type. Please? I'm going to lose sleep over this!
Would it help to make the character out of two sprites? One invisible sprite that handles the motion and another visible sprite that follows the motion of the the first sprite. That way, the visible sprite could act like a Left/Right most of the time (using left and right costumes), but could also be a Rotating sprite when you needed it to be one. Hopefully that is clear enough!
The problem isn't getting the sprite to move correctly, but when it's pointing left, it's upside down, so you can't have the character face backwards. I would just make another costume that points left, but there are 54 (I didn't make that very clear, sorry). I ended up just splitting him up into two sprites, one that rotates and one that doesn't, which was easier than I thought it would be.
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fullmoon wrote:
Paddle2See wrote:
fullmoon wrote:
I'm working on a game where the main character has like 60 scripts over 8 different levels. Most of the time, the sprite will be pointing left/right, but it occured to me that it would be nice to give him some rotation while underwater. Unfortunately, this involves splitting the sprite into two: one that can rotate and one that can't. Then all the blocks sensing the character in the swimming levels will have to be changed. I'm just wondering if something like Jens' Flip will be introduced in 1.3, or if there will be a block that allows you to dynamically select the rotation type. Please? I'm going to lose sleep over this!
Would it help to make the character out of two sprites? One invisible sprite that handles the motion and another visible sprite that follows the motion of the the first sprite. That way, the visible sprite could act like a Left/Right most of the time (using left and right costumes), but could also be a Rotating sprite when you needed it to be one. Hopefully that is clear enough!
The problem isn't getting the sprite to move correctly, but when it's pointing left, it's upside down, so you can't have the character face backwards. I would just make another costume that points left, but there are 54 (I didn't make that very clear, sorry). I ended up just splitting him up into two sprites, one that rotates and one that doesn't, which was easier than I thought it would be.
That works!
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Cyclone103 wrote:
fullmoon wrote:
Paddle2See wrote:
Would it help to make the character out of two sprites? One invisible sprite that handles the motion and another visible sprite that follows the motion of the the first sprite. That way, the visible sprite could act like a Left/Right most of the time (using left and right costumes), but could also be a Rotating sprite when you needed it to be one. Hopefully that is clear enough!The problem isn't getting the sprite to move correctly, but when it's pointing left, it's upside down, so you can't have the character face backwards. I would just make another costume that points left, but there are 54 (I didn't make that very clear, sorry). I ended up just splitting him up into two sprites, one that rotates and one that doesn't, which was easier than I thought it would be.
That works!
Yeah, used it in the Blizzard's Run update. It's a good touch.
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