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Author Topic: How to make a moving graphic without using the throw bone  (Read 2860 times)
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Hollow
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    « 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.
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    SmashClash
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    « Reply #1 on: June 05, 2011, 09:40:33 PM »


    Seems this was made out of boredom. Grin
    When you say moving a graphic what do you mean?
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    SiLeNtDo0m
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    « Reply #2 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.
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    Hollow
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    « Reply #3 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. Tongue

    Shhh.
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    CaptN CeeGee
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    « Reply #4 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
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