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  1. MacroPoli13

    Actual game problem

    Don't worry. After tinkering a bit, I got to work normally again.
  2. MacroPoli13

    Actual game problem

    Uh, no. The only thing I did was add mods to it.
  3. MacroPoli13

    Actual game problem

    This is the first time this has happened, and this isn't the first boot up.
  4. MacroPoli13

    Actual game problem

    So I was trying to play the game normally, but as I booted it up, a few errors showed up, and the sounds didn't play at all. I've tried redownloading the game, but the errors still occur. Any advice to fix this? (Also, the game boots up in the corner, for some reason)
  5. MacroPoli13

    Starter's Problem: pt2

    1.What? 2.Don't know, how should they be called? 3.What do you mean by "in the right place"? sorry, I'm just seriously confused due to it being the first time I hear any of these terms in such sense.
  6. MacroPoli13

    Starter's Problem: pt2

    So I tried it, and the game worked with no warning but the sprites didn't work. This is becoming a lager problem than I thought What should I do now? Do you know anyone with experience?
  7. MacroPoli13

    Starter's Problem: pt2

    by "SPR_FLY_", do you mean that ALL of them should be renamed to it? Or what? This is the entire section of the flying thing, i'm sure: states[S_PLAY_FLY_1] = {SPR_FLY, 0, 4, nil, 0, 0, S_PLAY_FLY_2} states[S_PLAY_FLY_2] = {SPR_FLY, 1, 4, nil, 0, 0, S_PLAY_FLY_3} states[S_PLAY_FLY_3] =...
  8. MacroPoli13

    Starter's Problem: pt2

    Alright, we'll see if that works. 1688474292 Once again, game works, but sprites don't load. The first sprite is called FLY_A1 so would the first state be called states[S_PLAY_FLY_A1] or what because I'm confused at this point
  9. MacroPoli13

    Starter's Problem: pt2

    Underneath THAT is this: states[S_PLAY_CFLY1] = {SPR_CFLY, 0, 4, nil, 0, 0, S_PLAY_CFLY2} states[S_PLAY_CFLY2] = {SPR_CFLY, 1, 4, nil, 0, 0, S_PLAY_CFLY3} states[S_PLAY_CFLY3] = {SPR_CFLY, 2, 4, nil, 0, 0, S_PLAY_CFLY4} states[S_PLAY_CFLY4] = {SPR_CFLY, 3, 4, nil, 0, 0, S_PLAY_CFLY5}...
  10. MacroPoli13

    Starter's Problem: pt2

    LUA_GAME includes these: "S_PLAY_CFLY1", "S_PLAY_CFLY2", "S_PLAY_CFLY3", "S_PLAY_CFLY4", "S_PLAY_CFLY5", "S_PLAY_CFLY6", "S_PLAY_CFLY7", "S_PLAY_CFLY8", "SPR_CFLY") these are the right things, right? If so, what should I change these to?
  11. MacroPoli13

    Starter's Problem: pt2

    Would those be found in S_SKIN, OBJCTFG or LUA_GAME?
  12. MacroPoli13

    Starter's Problem: pt2

    Ok, I see this is going to be a reoccurring thing. I'm attempting to port a 2.1 character (cream) into 2.2. Idle, wait and walk all work just fine BUT once I got to her flying sprites, they just don't work. Like, the game works as necessary, but the sprites don't render. Any recommendations on...
  13. MacroPoli13

    Starter's problem

    GOOD NEWS! The "8-frame rotation" idea worked! I'll FINALLY be able to continue on this thing. Thanks, guys!
  14. MacroPoli13

    Starter's problem

    I'll try. I hope it will work.
  15. MacroPoli13

    Starter's problem

    YES, it does use 5 sprites instead of 8. ALTHOUGH the character I was using as code base used the same amount, so IDK really.
  16. MacroPoli13

    Starter's problem

    OK. SO. I wanted to make a mod for this game, so I thought of starting with something basic - making a 2.1 character playable in 2.2. Now, the mod I went for (Cream) obviously didn't work due to how 2.1 sprites have different names compared to 2.2 sprites (for example, Cream's idle was called...
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