Damon Caskey said:ChronoCrash,
Collisions aren't really spawned, they just exist. But anyway... From top left corner of your source image, moving right (X) and down (Y). That's it.
Those won't be the real coordinates of course, but you'll never see or need to worry about them outside of script. OpenBOR works out all the math for you.
Also, there's a built in debug to help you out.
[YouTube]https://youtu.be/GpLQ--OATL0[/YouTube]
DC
anim freespecial8
loop 0
offset 77 170
bbox 0 0 0 0
hitfx data/sounds/beatt2.wav
delay 7
@cmd antiwall4 20 "ANI_FREESPECIAL25"
#frame data/chars/billy/j22.gif
frame data/chars/billy/ja1b.png
delay 8
attack 90 112 60 40 10 1
dropv 3.5 1.5
frame data/chars/billy/ja1c.png
frame data/chars/billy/ja1c.png
attack 0 0 0 0 0 0
delay 7
frame data/chars/billy/j22.gi
ChronoCrash said:Code:anim freespecial8 loop 0 offset 77 170 bbox 0 0 0 0 hitfx data/sounds/beatt2.wav delay 7 @cmd antiwall4 20 "ANI_FREESPECIAL25" #frame data/chars/billy/j22.gif frame data/chars/billy/ja1b.png delay 8 attack 90 112 60 40 10 1 dropv 3.5 1.5 frame data/chars/billy/ja1c.png frame data/chars/billy/ja1c.png attack 0 0 0 0 0 0 delay 7 frame data/chars/billy/j22.gi
Guys I must be doing something wrong - even after I put zeros on all the bbox values (for trial and error purposes)
I still see the dang thing - see the attached image and code above ( from the double dragon example I'm learning from could the bbox value be stored somewhere else?)
And as a bonus I will post an a random original sprite each time I make a post that anyone can use.
Gurtag said:ChronoCrash said:Code:anim freespecial8 loop 0 offset 77 170 bbox 0 0 0 0 hitfx data/sounds/beatt2.wav delay 7 @cmd antiwall4 20 "ANI_FREESPECIAL25" #frame data/chars/billy/j22.gif frame data/chars/billy/ja1b.png delay 8 attack 90 112 60 40 10 1 dropv 3.5 1.5 frame data/chars/billy/ja1c.png frame data/chars/billy/ja1c.png attack 0 0 0 0 0 0 delay 7 frame data/chars/billy/j22.gi
Guys I must be doing something wrong - even after I put zeros on all the bbox values (for trial and error purposes)
I still see the dang thing - see the attached image and code above ( from the double dragon example I'm learning from could the bbox value be stored somewhere else?)
And as a bonus I will post an a random original sprite each time I make a post that anyone can use.
if you mean about the bbox displaying on pink, there is nothing wrong, you just have collision enabled on debug setings, just go there and disable it.