I believe LL stated earlier that you can't add more then one frame to a given sprite. Here's an exception.
Incorrect. It is impossible to add more than one animation frame to EGASPRIT.CK3 [Although maybe...hmmm....]
The usual 'maximum' number of animation frames for ANY animation is around 8 Giving the Jack 8 frames is as simple as:
After about a minute-minute and a half of this, it began cleaning up its own...glitchiness...until it eventually went back to normal. I lost it trying to add a better sprite, and I can't find it. If someone here could, that would be nice.
The problem is to get it to work on all computers, its very sensitive to memory demands, even recoloring your sprite can make it go away. [Yeah, I've seen it, I'm the patch tormentor here]
I've also been trying to make the Jack or the Ball transform into a Vortimom, but because they only have one behavior, it doesnt seem to work. Is this somehow possible, to have them not change instantly, but shortly after they appear? Then I can have Vortimoms teleport!
Good luck; the Jack and Ball code is the smallest in the game; they're even smaller than icecubes. However, I have found a way to make four different ball and jack speeds, for a total of 8 'different' sprites. You shall see this in the next patchwork mod.
Is there any way to make sprites move like other sprites, but not have them change into them? I would like to have the foob move sort of like the ball, or keen on the map- some form of free motion. The idea is that the foob could then charge at keen and home in on him. I can already get the foob to change directions in mid air, charging at keen.
There's a problem here; the Jacks and Balls have two speeds, a verticl and horizontal, stored in two different locations in memory. I'm looking at how to make the Vertical platform horizontal, through differences in their code, but I doubt you'll be able to give a sprite a whole new speed. It is however possible to change sprites.
By this I mean you can make the foob use the vortikid behaviour and the vortikid use the Foob behaviour, and change around their sprites and deaths, then each moves like the other while not 'being' different.
I would also like a patch that makes keen's shots deadly to himself. When you use the patch that freezes the meep's shot after two tiles, and then keen's shot, keen's shot reverses direction after you shoot the meep. I want to turn this into a trap, causing the shot to turn around and shoot keen in the back.
Have you looked at and/or read the Keen 3 sprite patches files? This is as simple as; section 3, interaction:
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%patch $7CE3 $0F $00 #Kills sprites [Used by Keens shot]
%patch $4D95 $10 $00 #Kills sprites and Keen [Used by horz gun shot]
So our patch will thus be:
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#Keens shots kill him as well.
%patch $7CE3 $10 $00
Careful, you'll need to spawn his shot so it doesn't touch him normally!
Now tell us your patches! You can't just be selfish and keep them all to yoruself!