Support for sprites with 4 rotations

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Expand view Topic review: Support for sprites with 4 rotations

Re: Support for sprites with 4 rotations

by Ichor » Mon Nov 12, 2018 1:43 pm

Rachael wrote:That's still not what the OP is asking for.

In the future when someone asks for things in this forum, please remember they don't want things that can be accomplished by hacks or clunky work-arounds. The above post qualifies as the latter, as no matter how many rotations you have there will always be 4 angles of ambiguity which could be reduced to 0 if implemented as described above.
I understand what he was asking for (support for 4 angle rotations). I was just giving an idea for the meantime, or in case the request was rejected.

Re: Support for sprites with 4 rotations

by Rachael » Mon Nov 12, 2018 1:38 pm

That's still not what the OP is asking for.

In the future when someone asks for things in this forum, please remember they don't want things that can be accomplished by hacks or clunky work-arounds. The above post qualifies as the latter, as no matter how many rotations you have there will always be 4 angles of ambiguity which could be reduced to 0 if implemented as described in the request.

Re: Support for sprites with 4 rotations

by Ichor » Mon Nov 12, 2018 1:29 pm

You could use the 16 rotations for the four directions:

G, 1, 9, 2 = forward
A, 3, B, 4 = left
C, 5, D, 6 = backward
E, 7, F, 8 = right

Re: Support for sprites with 4 rotations

by Cherno » Sat Nov 10, 2018 6:04 pm

If it's easy to implement, I would support this featuer. There are games that only have sprites with four rotations which could be used in Doom. Alien Breed 3D comes to mind.

Re: Support for sprites with 4 rotations

by Marisa the Magician » Sat Nov 10, 2018 3:31 pm

Exactly. Like in your typical 2D RPG.

Re: Support for sprites with 4 rotations

by Major Cooke » Sat Nov 10, 2018 8:22 am

Front, right, back and left?

Support for sprites with 4 rotations

by Marisa the Magician » Sat Nov 10, 2018 7:12 am

We have options for 0, 8 and 16 rotations, but not for 4.

This can be hackily done at the moment using +SPRITEANGLE and then setting the sprite angle based on relative angle to the consoleplayer camera, but this obviously breaks when mirrors (and in some cases portals) are involved.

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