katsaii / disarm Goto Github PK
View Code? Open in Web Editor NEWA pure GML Spriter runtime for GameMaker Studio 2.3.
License: MIT License
A pure GML Spriter runtime for GameMaker Studio 2.3.
License: MIT License
Was wondering if you could implement a way to pass an alpha value to disarm_mesh_add_armature(). I added it as an argument to pass _alpha in and then modified this line of the function as such :
var alpha = slot.alpha * _alpha;
All this does is darken the sprite a little though. So is there anyway to change the alpha of the drawn sprite?
This should be exposed as a set of functions:
disarm_import_from_string(armature, {
atlas : function(_path) {
return "{ }"; // no atlas
},
image : function(_path) {
return spr_player;
}
});
Hey,
I'm trying to achieve execution animations which I have 2 instances doing an animation and I'd like to hear if theres any easier solution than mine.
What I think of doing is to have every item that an enemy could wear as a seperate Char Map (or if its a fixed armor set, have the full set in a single Char Map), switch the player animation to the execution and assign the Map to the Enemy character (which exists in the player animation) when an execution starts and of course destroy the executed enemy object at the start.
That is to avoid making more animations for every enemy.
Those 2 functions would be awesome as it would save us from the need to have the sprite in both the atlas and in the project.
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