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Zoffsetlink - How to use that? (Read 285 times)

Started by Mazemerald., February 05, 2019, 05:52:46 am
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Zoffsetlink - How to use that?
#1  February 05, 2019, 05:52:46 am
  • ***
  • Coding and Spriting pixel art.
  • Fun with 2d fighting games
I'm trying to use this config, but my chars don't follow the floor, what's missing about it?
below there´s my code:

;===========================================

[StageInfo]
zoffset = 196
zoffsetlink = 5
localcoord = 640,480
autoturn = 1
resetBG = 1

[BG floor]
type            = anim
actionno        = 30
layerno         = 0
start           = 0,-16
trans           = None
id = 5
mask            = 1

[BG Dummy] ;Dummy object for player's zoffset to be bound to
type = dummy
start = 0,0
positionlink = 1
id = 5

;floor anim
[Begin Action 30]
0, 1, 0, 0, 12
0, 1, 0, -1, 12
0, 1, 0, -2, 12
0, 1, 0, -3, 12
0, 1, 0, -4, 12
0, 1, 0, -3, 12
Last Edit: February 05, 2019, 06:20:06 am by Mazemerald.
Re: Zoffsetlink - How to use that?
#2  February 05, 2019, 06:06:27 am
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    • caddie.smeenet.org
You have to move the floor through background controllers instead of through animation. They're optional controllers for your stage elements that you can put at the bottom of your def. If you don't know what background controllers are, read near the bottom of the bgs file in the docs. Here's a quick example of what it'll look like, taken from my Ikari Team KOF 96 stage:

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Re: Zoffsetlink - How to use that?
#3  February 05, 2019, 06:19:46 am
  • ***
  • Coding and Spriting pixel art.
  • Fun with 2d fighting games
i got it friend! thank you so much.... really was missing the BG controllers to move the elements linked by id = 5.

solved.

it seems many people don´t know how to use that, and this code is very useful for more realism.