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Author Topic: Run Vs. Dash Issue.  (Read 408 times)

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Offline aPoCaLyPsE

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Run Vs. Dash Issue.
« on: November 29, 2007, 11:39:26 PM »
As stated, I have a character I'm spriting and he doesn't have a running animation. Instead he has a 1/4ish lenth dashing animation. Under an Electbyte template, I added his 5 sprite dash animation under the "Run Foward" animation and it's really bothering to the eye. The animation loops if you hold the run command down, and it really just feels poor in a sense. Any suggestions? Can I add a dash animation? If so, how? How should i create a running animation for someone with no real running animation.

-"aPoC."





Offline Warcueid

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Re: Run Vs. Dash Issue.
« Reply #1 on: November 30, 2007, 12:50:33 AM »
The only thing that can be done is if you edit the sprites to fit a running animation.

Offline The Great Matsutzu

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Re: Run Vs. Dash Issue.
« Reply #2 on: November 30, 2007, 07:45:36 AM »
Right. I'm going to have to do the same thing for DekaMaster. The only thing I can suggest is to find a baisis sprite set for the run animation, and edit like you would normally.

Admittedly, even I'm having problems with this right now, as for now I've skipped this after being stuck on it for three weeks (and just temporarrily subsituted the walk anim I did for now)

Now, if you want to do a dash, you'll have to add that in your .cns. Basically, a dash I beleive would just be handeled by a velset (but I'm not 100% positive, as I haven't done it because I don't like the effect). In the .cmd, instead of referencing the run states, just have the button combination reference your new dash in the .cns.

Good luck, either way you decide to go with this. ;)


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