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Help & Tutorials => A/A Tutorials => Topic started by: Hollow on June 05, 2011, 09:32:25 PM



Title: How to make a moving graphic without using the throw bone
Post by: Hollow on June 05, 2011, 09:32:25 PM
Had this figured out a while ago actually, just now putting it up.


Float Variable Set: RA Float[<100]
Set Loop X Times
               Float Variable Add: RA Float[same as above] + blah
               Graphic Effect: Set any of the offsets to RA Float
               Synchronous Timer: Blah
Execute Loop


Done! You can have as many Variables as needed, and you can subtract them too.

Explanation: The Variable is being changed everytime a looped is completed, and because the offset is set as the variable, the value of the offset is changing as well, making it move.

I'll make another one with moving hitboxes, too. They can't be moved with Floats, so I'm trying other things out.


Title: Re: How to make a moving graphic without using the throw bone
Post by: SmashClash on June 05, 2011, 09:40:33 PM
Seems this was made out of boredom. ;D
When you say moving a graphic what do you mean?


Title: Re: How to make a moving graphic without using the throw bone
Post by: SiLeNtDo0m on June 06, 2011, 05:01:15 AM
This concept can actually be used for a number of things.  It can be used to make a character accelerate/decelerate smoothly whilst moving.  It can be used to make graphics grow larger or smaller over time.  And a few other things too.


Title: Re: How to make a moving graphic without using the throw bone
Post by: Hollow on June 06, 2011, 01:16:16 PM
Ya. But I'm only putting graphics for a reason. Because a concept involving this is going to be used for a new PSA of mine and I want to be the first one to do it. :P

Shhh.


Title: Re: How to make a moving graphic without using the throw bone
Post by: CaptN CeeGee on June 07, 2011, 03:05:10 PM
not to burst your bubble but greeneggsnham(sumire omelet) made a code similar to this, but you control the graphic(same concept/base tho).  But still a good concept and gl on your psa.  Also a moving hitbox (with no bone obv...)would be pretty hard/redundant to code since you cant use variables, so the only way i see is making every hitbox....gl tho..again lol