Yeah no kidding. Just got back into all this business, gamemaking etc. Its nice to see that this place is still active. I think I might try to publish some sort of game in the next few weeks.
var_angle=image_angle-(var_mover*360/(2*pi*(sprite_width/2)))step:var_angle-=(var_mover*360/(2*pi*(sprite_width/2)))draw:draw_sprite_ext(sprite0,0,x,y,1,1,var_angle,c_white,1)Thanks for your help!
Yeah no kidding. Just got back into all this business, gamemaking etc. Its nice to see that this place is still active. I think I might try to publish some sort of game in the next few weeks.
*feeds toast some brains*
Welcome back.
'olo, RoyalSmacketh - yet another 64zombie arises from his grave, to begin the search for fresh developer braiiiiiins….
FUCKING COMIC SANS
hello person i very vaguely rememberDoes anyone know how to make image_angle not rotate the sprite mask? Just trying to relearn this stuff. Thanks for the welcome!
Just make a separate angle variable, and set the sprite's rotation to that variable when you call draw_sprite. The mask will be left untouched.
Hmm. I'm trying to make a wheel that rotates based on its size and speed if a key is held down:
image_angle-=(var_mover*360/(2*pi*(sprite_width/2)))I don't know how to incorporate it into draw.Nevermind! I figured it out! Create:
var_angle=image_angle-(var_mover*360/(2*pi*(sprite_width/2)))step:var_angle-=(var_mover*360/(2*pi*(sprite_width/2)))draw:draw_sprite_ext(sprite0,0,x,y,1,1,var_angle,c_white,1)Thanks for your help!