Solved Death anim movement question.

Question that is answered or resolved.

DD Tokki

Well-known member
C:
@script
    void self = getlocalvar("self");
  
    if(frame>=0){
      changeentityproperty(self, "Subject_to_Wall", 0);
      changeentityproperty(self, "subject_to_obstacle", 0);
      changeentityproperty(self, "subject_to_platform", 0);
      changeentityproperty(self, "subject_to_maxz", 0);
      changeentityproperty(self, "subject_to_minz", 0);
    }
@end_script

This is the script that goes into ‘Death anim’.
The purpose is to fly in front of the screen along the z-axis, but 'Fall' and 'Death' do not move along the z-axis. So, I thought about whether there was a way to modify the movement or call another movement using 'ondeathscript', but I would like to ask if there is a way.
 
So as far as I understand it, the Z axis is back and forth from the "camera." Do you want the sprite to come towards the player?

If that's the case, the Z axis would mostly be an illusion. It exists in gameplay to determine what gets put in front of what, but if you wanted something to feel like it was coming out of the screen, that's down to graphics. I can only think of how to do it the manual way, which would be to either scale up the sprites yourself or use drawmethod scale to make 'em big.
 
So as far as I understand it, the Z axis is back and forth from the "camera." Do you want the sprite to come towards the player?

If that's the case, the Z axis would mostly be an illusion. It exists in gameplay to determine what gets put in front of what, but if you wanted something to feel like it was coming out of the screen, that's down to graphics. I can only think of how to do it the manual way, which would be to either scale up the sprites yourself or use drawmethod scale to make 'em big.
Perspective is not important and this production assumes that there is a glass window in front. I already solved it and uploaded a video.
 
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