Instead of having the south set of images for the wail animation being upside-down
and letting the engine flip them the image files themselves are now the same like shown ingame. [skip ci]
Before Width: | Height: | Size: 306 B After Width: | Height: | Size: 339 B |
Before Width: | Height: | Size: 673 B After Width: | Height: | Size: 685 B |
Before Width: | Height: | Size: 1,002 B After Width: | Height: | Size: 1,003 B |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.9 KiB |
Before Width: | Height: | Size: 301 B After Width: | Height: | Size: 342 B |
Before Width: | Height: | Size: 341 B After Width: | Height: | Size: 376 B |
Before Width: | Height: | Size: 366 B After Width: | Height: | Size: 404 B |
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.5 KiB |
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.8 KiB |
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.3 KiB |
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@ -245,12 +245,13 @@
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[/if]
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[else]
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direction=s,se,sw
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### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame. We have a separate set of images for the south part, which are not only flipped vertically, but also have their angle corrected for the sw direction.
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### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame. We have a separate set of images for the south part, which have their angle corrected for the sw direction.
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missile_start_time=-300
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[missile_frame]
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image="projectiles/wailprojectile-s-[1~6].png:[70*2,160,40*3]"
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image_diagonal="projectiles/wailprojectile-se-[1~6].png:[70*2,160,40*3]"
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auto_vflip=no
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[/missile_frame]
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[/else]
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#enddef
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