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Need help with stage

Started by daonlylonely, June 24, 2024, 12:56:09 PM

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daonlylonely

So I'm essentially trying to convert a stage into a different resolution and I've run into this small issue.



As you can see in the bottom left corner, the sack seems to move upwards whenever a character jumps and I'm not sure how to stop that from happening.

This is all the code I have so far.

;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = -160
boundright = 160
boundhigh = -14
boundlow = 0
verticalfollow = .15
floortension = 10
tension = 50

;--------------------------------------------------------
[PlayerInfo]
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1      ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[Bound]
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
zoffset = 218
autoturn = 1
resetBG = 1
hires = 1

;--------------------------------------------------------
[Shadow]
intensity = 90
color = 0,0,0
yscale = .4
fade.range = 0,0

;--------------------------------------------------------
[Reflection]
intensity = 0

;--------------------------------------------------------
[Music]
bgmusic =
bgvolume = 0

;--------------------------------------------------------Main background definition
[BGdef]
spr = RUBYHEART.sff
debugbg = 0

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

[BG Floor]
type  = normal
spriteno = 2, 0
delta = 2, 2
mask = 1
layerno = 0

[BG Sack]
type = normal
spriteno = 11,0
layerno = 1
start = -90, 320
mask  = 1

xcheatdeath

the sack needs to be the same y delta as the floor

add delta=1,2 to the sack code. should do it