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Ok i've got a bug with paperdoll or 32x64
#1
i done them both together and accidently deleted my backup DOH!

Anyway i have a video to show as the example

http://youtube.com/watch?v=tkA3YOIwvGc

only happens when going to the top two tiles..
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#2
Omg I was just going to post this lol. Mine is doing the exact same thing ...

[Image: 72423475vu3.jpg]
[Image: 35909305tx3.jpg]
[Image: 56209507ho5.jpg]

I'm assuming it has something to do with the blt'ing of the head/helmet. I'm looking in to fixing it right now. If i fix it I'll post it.
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#3
Nothing can be blted with negative co-ordinates Dave.

You'll need something like what is used in BltPlayer and BltPlayerTop

If y < 0 then
move the src rec.top down so it appears to be moving off the map.
end if
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#4
Try it.

It'll either disappear, or just not go past 0 or the max.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#5
I actually fixed this it deals with the blting part I just switch its around so the top half was blting from pix_x and the bottom half was pic_x + 32 or something like that I will show an example when I get home but I dont use mse...

If i remember correct its backwards in the code so the bottom is pic_x and the top is Pic_x * 2 which if you sprite is 1 your bottom half is bltting correctly but the top half is blting the head under it

EDIT: i just looked up the tut and its

.Top = GetPlayerSprite(Index) * PIC_Y + PIC_Y

so if your sprite is 1 your legs are blting from 32 - 63 and your head from 64 - 95 if you switch it aroung your head would blt from 32 - 63 and legs from 64 - 95... so if you set sprite 0 your sprite would be blting correctly being since 0 - 31 count as 32 pixels.
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