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.
Support for sprites with 4 rotations
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Marisa the Magician
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Major Cooke
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Re: Support for sprites with 4 rotations
Front, right, back and left?
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Marisa the Magician
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Re: Support for sprites with 4 rotations
Exactly. Like in your typical 2D RPG.
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Cherno
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Re: Support for sprites with 4 rotations
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.
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Ichor
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Re: Support for sprites with 4 rotations
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
G, 1, 9, 2 = forward
A, 3, B, 4 = left
C, 5, D, 6 = backward
E, 7, F, 8 = right
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Rachael
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Re: Support for sprites with 4 rotations
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.
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.
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Ichor
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Re: Support for sprites with 4 rotations
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.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.