For example, by using
if string_copy(sprite_get_name(sprite_index)),
string_length(sprite_get_name(sprite_index))-2,3)="_fr"
users can create their own whip sprites and as long as the sprite name ends in _fr for the extended frames, the engine will process it as an active whip sprite. This also affects the attack sprites for Belmont: I have changed the "spr_Belm_XXat" format into "spr_Belm_XX_at" for easier reference a la sprite_copy().string_length(sprite_get_name(sprite_index))-2,3)="_fr"
I added something else, too: AN NES CONTROLLER FOR DEBUG MODE! ... There wasn't really any reason to do it. I just wanted to do something different and still feel productive.
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