02-07-2020, 07:59 AM
(This post was last modified: 02-07-2020, 08:02 AM by JaumeAlcazo.)
Ah, another question!
We recently added a compass to the GUI, and instead of pointing instantly to the four cardinal points one idea is making the arrow rotate slowly or inaccurately similar to Lands of Lore 1 compass:
Artist asked me for in-engine rotation, I checked sprites documentation and I see it not there. Maybe this can be a suggestion for another release, altough it may be complex to implement and of little usage for this project in particular. Nevertheless I think Lands of Lore 1 uses separate sprites or frames for the compass arrow animation, since the arrow shadow points in diferent directions when rotating.
Ah! I found it! But in the layers, rotating the whole layer, like in mode7, not for individual sprites:
TLN_SetLayerTransform (int layer, float angle, float dx, float dy, float sx, float sy)
Sets affine transform matrix to enable rotating and scaling of this layer. More...
I think I may try it using animations frame by frame to better control the easing
We recently added a compass to the GUI, and instead of pointing instantly to the four cardinal points one idea is making the arrow rotate slowly or inaccurately similar to Lands of Lore 1 compass:
Artist asked me for in-engine rotation, I checked sprites documentation and I see it not there. Maybe this can be a suggestion for another release, altough it may be complex to implement and of little usage for this project in particular. Nevertheless I think Lands of Lore 1 uses separate sprites or frames for the compass arrow animation, since the arrow shadow points in diferent directions when rotating.
Ah! I found it! But in the layers, rotating the whole layer, like in mode7, not for individual sprites:
TLN_SetLayerTransform (int layer, float angle, float dx, float dy, float sx, float sy)
Sets affine transform matrix to enable rotating and scaling of this layer. More...
I think I may try it using animations frame by frame to better control the easing