Quote
Originally posted by Rubber Ducky:
**For a stamp to be placed at actualX, actualY or playerX, playerY I think you have to create two new globals. Let's call them stampX, stampY.
Player contact event:
Change global - stampX = playerX multiplied by 31.
Change global - stampY = playerY multiplied by 31.
Stamp control - place stamp at stampX, stampY.
NPC death event:
Change global - stampX = actualX multiplied by 31.
Change global - stampY = actualY multiplied by 31.
Stamp control - place stamp at stampX, stampY.
**
Oh! Globals need to be used? Well, this has solved half of my problem, but the other half remains:
I am working on matching up the death animation with where the enemy NPC is, and I sort of trying to launch a sprite in that position, more importantly, a 'death animation, because fading away is basic. I'm going further than that, if Coldstone permits. Also, can the player contact be set up to show a hurt animation, or is that not possible with this function? I hae made some headway, rigged a mickeymouse-like multiple character test, after weeks and weeks of testing, manipulating, etc. it worked ( Just to let others know how 'ambetious' I am, just for two characters, with different stats, different exp, different portraits, and with one exp, and its about 45 globals). Thanks to myshkyn, I think I have made my health bar, and I have been making some progress otherwise. But I still have a lot to go. Stamps are one of them. Another is to get rid of the stall in the spell cast. Any help suggestions, comments, let me hear them.
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-The ZeroWarrior