personally i never do my textureing like this... i take a image and use the 'get image' command instead create an animated texture that way
but its really each to his own isn't it
but still look at what you wrote
if timer() > frameinc+100
frameinc = timer()
scroll limb texture,0.2,0.0
endif
i know it doesn't really require the # ... however if you don't use it then you should use 'int( timer() )' as the value your checking against.
DarkBasic can be very fussy about its data in that way alot of the time.
that said i've been working recently with the '>' and '<' symbols, especially with them with other operators like the '=' ... and for some reason they don't always work
i mean for example
TRUE = (1=1) : FALSE = (1=0)
`// grab that sprite, just save the first frame as a bitmap with the transparency as black will work nicely
`// http://www.gsarchives.com/snes/sprites/EarthwormJim/jstr.gif
load image "test.bmp",1
bJump = FALSE
bFlip = FALSE
bOnGround = FALSE
dwGround = 320
x = screen width()/2
y = screen height()/2
line 0,dwGround,screen width(),dwGround
sprite 1,x,y,1
do
gosub controls
gosub gravity
sprite 1,x,y,1
sync
loop
controls:
if rightkey()
if bFlip = TRUE then mirror sprite 1 : bFlip = FALSE
x = x + 5
endif
if leftkey()
if bFlip = FALSE then mirror sprite 1 : bFlip = TRUE
x = x - 5
endif
if spacebar() and bOnGround = TRUE
bJump = TRUE
endif
return
gravity:
if y => dwGround
bOnGround = TRUE
y = dwGround
else
y = y - 5
bOnGround = FALSE
endif
if bJump = TRUE and y > dwGround - 100
y = y + 5
else
bJump = FALSE
endif
return
now technically that should work dandy ... but unfortunately it doesn't
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?