there's a glitch that allows me to throw sprites around using the flags, it's very funny to watch what happens. Helps when you need sprites to dissapear. Thanks a lot, despite it not working for bigger sprites. I think it adds to the experience.
It works fine in GBS 2.0 - the author is just saying it's not written for more than 9 actors. I was able to bump it up to 14 by starting the variable count at 80 and modifying the "ParentedActors.c" file with this code:
void PositionParentedActors() { UBYTE j; // Linked sprite magic for (UBYTE i = 1; i < 15; ++i) // loop through the control variables { UBYTE parent = script_variables[i+80] & 0x0F; UBYTE L = script_variables[i+80] & 0x10; UBYTE U = script_variables[i+80] & 0x20; UBYTE D = script_variables[i+80] & 0x40; UBYTE R = script_variables[i+80] & 0x80; // set position relative to player if (parent == 15) {
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Very Nice Job !
there's a glitch that allows me to throw sprites around using the flags, it's very funny to watch what happens. Helps when you need sprites to dissapear. Thanks a lot, despite it not working for bigger sprites. I think it adds to the experience.
How can you make a 6 tile actor like your rover change facing direction by swaping the 2 left tile with the 2 right tile and mirror the 2 middle tile
I have the same issue!
It works fine in GBS 2.0 - the author is just saying it's not written for more than 9 actors. I was able to bump it up to 14 by starting the variable count at 80 and modifying the "ParentedActors.c" file with this code:
void PositionParentedActors() {
UBYTE j;
// Linked sprite magic
for (UBYTE i = 1; i < 15; ++i) // loop through the control variables
{
UBYTE parent = script_variables[i+80] & 0x0F;
UBYTE L = script_variables[i+80] & 0x10;
UBYTE U = script_variables[i+80] & 0x20;
UBYTE D = script_variables[i+80] & 0x40;
UBYTE R = script_variables[i+80] & 0x80;
// set position relative to player
if (parent == 15) {
Thanks a lot
Is this ready for GB Studio 2.0?
when might it be fully ready?
This is so cool! Am I understanding this correctly that it’s not compatible with GBstudio 2 yet?
future updates to this patch will be incompatible with the current variable configuration.
Can't wait to try this! Thank you!
Love the astro-style sprites. Great stuff.
This is super legit...
Hah, awesome! Super hacky but looks great! :D
Nice work!
super! Love your work so far