da_gad_pader Posted May 30, 2011 Author Share Posted May 30, 2011 This is a tutorial for making an attack animation or frame.REMEMBER:This tutorial need VB6when ur done with this , u will need a 4x5 sprite (4 frame hor x 5 frame ver)for player sprite, or in paperdollsFirst: go to ur client onmodDirectDraw7 under BltPlayer find this:``` ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then Anim = 3 End If```then change the Anim = 4 like this``` ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then Anim = 4 End If```then find this:```With rec .top = spritetop * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4) .Left = Anim * (DDSD_Character(Sprite).lWidth / 4) .Right = .Left + (DDSD_Character(Sprite).lWidth / 4)```change to:```With rec .top = spritetop * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4) .Left = Anim * (DDSD_Character(Sprite).lWidth / 5) .Right = .Left + (DDSD_Character(Sprite).lWidth / 5)```now ur done ,REMEMBER AGAIN: u will add ur custom attack frame , just make ur player sprite to 4x5 , put ur attack animation on the right side of the sprite.OPTIONAL:if u want on paperdolls too , just go to BltPaperdoll then do the same thing, and make ur sprite 4x5 too .the end.sample of sprite , the right side is the attack animation Link to comment Share on other sites More sharing options...
Suppositoire Posted May 30, 2011 Share Posted May 30, 2011 Thank you very much ^^ :D Link to comment Share on other sites More sharing options...
da_gad_pader Posted May 31, 2011 Author Share Posted May 31, 2011 ur welcome ^^ Link to comment Share on other sites More sharing options...
dpinoy13 Posted May 31, 2011 Share Posted May 31, 2011 oh kewl ^_^thanks too :P Link to comment Share on other sites More sharing options...
recbhunk Posted June 1, 2011 Share Posted June 1, 2011 Very usefull :P1+ Link to comment Share on other sites More sharing options...
Ryochi Posted June 1, 2011 Share Posted June 1, 2011 you should make a converter for this.or at least a tutorial. Link to comment Share on other sites More sharing options...
da_gad_pader Posted June 2, 2011 Author Share Posted June 2, 2011 u dont need a converter u just need skills in photoshop Link to comment Share on other sites More sharing options...
Mr.CoolD Posted June 2, 2011 Share Posted June 2, 2011 Cool! :cheesy: Link to comment Share on other sites More sharing options...
Suppositoire Posted June 2, 2011 Share Posted June 2, 2011 And how to make an Spell animation/frame ? ^^ Link to comment Share on other sites More sharing options...
da_gad_pader Posted June 2, 2011 Author Share Posted June 2, 2011 u can do all graphic works on adobe photoshop or some softwares similar to photoshop Link to comment Share on other sites More sharing options...
Ryochi Posted June 2, 2011 Share Posted June 2, 2011 by converter i meant from eclipse origins to this.i mean like since you made a new sprite format that supports and attack animation/frame…you might not want to do all the hard stuff manually and manually convert eclipse to this format.so we might need a converter.just suggesting. Link to comment Share on other sites More sharing options...
da_gad_pader Posted June 3, 2011 Author Share Posted June 3, 2011 for me making this manually is not a hard stuff , its just simple as copy and pasting , try it for yourself and ull see .if ur suggesting a converter , just post a topic for it , maybe someone will help u. Link to comment Share on other sites More sharing options...
Darth Tyllo Posted June 17, 2011 Share Posted June 17, 2011 This looks cool, do you think it could be easily amended to have a 6th sprite, or even more, for instance, a sprite for casting spells? Link to comment Share on other sites More sharing options...
Lavos Posted June 17, 2011 Share Posted June 17, 2011 This won't work properly until you tweak up the client and the servers packets to send the animation to be played so that the other players can see you attack the enemy with animation. Link to comment Share on other sites More sharing options...
Sauros Posted June 22, 2011 Share Posted June 22, 2011 This is pretty cool. :D Link to comment Share on other sites More sharing options...
Hanyou Posted June 28, 2011 Share Posted June 28, 2011 And with this system i can add as many frames as i want right? Link to comment Share on other sites More sharing options...
deidara Posted July 11, 2011 Share Posted July 11, 2011 is moddirectdraw7 a different thing then directdraw7? and what vb am i looking for for this because i cant find vb6? Link to comment Share on other sites More sharing options...
deidara Posted July 11, 2011 Share Posted July 11, 2011 nvm on second question Link to comment Share on other sites More sharing options...
Exvayate Posted July 13, 2011 Share Posted July 13, 2011 So I applied this onto the source. I realized that my sprite is KINDA offset on a tile o.O will I have to graphically correct that in GIMP/PS? :IHowever if I did that then the sprite would be off center in the sprite sheet, making paperdolling a bit difficult because the room in each 64x64 (I use those sprites :3) sector will be shrunk/expanded. Link to comment Share on other sites More sharing options...
Connor Posted July 13, 2011 Share Posted July 13, 2011 @da_gad_pader:> u will need a 4x5 sprite (4 frame hor x 5 frame ver)Correct me if I'm wrong, but isn't it 4 vertical x 5 horizontal?Very useful though, I'll check this out! :) Link to comment Share on other sites More sharing options...
Shaunfroggydog Posted July 18, 2011 Share Posted July 18, 2011 AWESOME POST! 10 out of 10\. Thank you so much for this!(No he is correct. It is 4 horizontal rows, each one now containing 5 ainmations. However when you actually start counting the rows, your mind, or finger, or whatever, is moving vertical as you count so it is very confusing.) Link to comment Share on other sites More sharing options...
Connor Posted July 20, 2011 Share Posted July 20, 2011 @Shaunfroggydog:> AWESOME POST! 10 out of 10\. Thank you so much for this!> > (No he is correct. It is 4 horizontal rows, each one now containing 5 ainmations. However when you actually start counting the rows, your mind, or finger, or whatever, is moving vertical as you count so it is very confusing.)Ah, I understand what you mean. Link to comment Share on other sites More sharing options...
Fatmidget Posted July 29, 2011 Share Posted July 29, 2011 I have a brief question… When the game compiles the sprites and makes them it still splits them into 4x4 sprites so If you add the fifth it compiles my sprites all weird... How do I fix this? Anyone know what I'm talking about?Edit : By the way Connor is definitely right, it's 4 frames vertical and 5 horizontal... Link to comment Share on other sites More sharing options...
Ryochi Posted August 4, 2011 Share Posted August 4, 2011 Let me state the problem in this tutorial: if you want to make attack animations for each class every single paperdoll you want to make useable for each and every class cannot have no class specific type. Which means you have to make a paperdoll version for each class… ex. Pants (warrior version) pants (magican version). I think players will be dissapointed when they find a drop and they find out it isnt for their class (even though they have the same pants). Unless there is a way to make a file that has all the paperdoll versions of every class, and you add a way for it to pick the file (when its non-class specific) and pick which classes it will work with and put it all into one for it to work with those classes. Unless this is possible with vb6 the players will complain about drops not specific to their class even though its the same pants as their class version. unless this is possible its a really bad idea to use this tut. Link to comment Share on other sites More sharing options...
Shaunfroggydog Posted August 18, 2011 Share Posted August 18, 2011 I see your point, he should have said 4 Direction Rows x 5 frames each…or something like that. However, this doesn't seem to work anyway. Does it matter that I popped open the file with a text editor? It shouldn't, should it? Cause I don't have VB6.Anyway soon as I changed the graphics, (the code seems to have no effect?) things became all choppy and misread just like if you select the wrong number of frames in the animation editor.It is behaving as though my changes to the code had no effect whatsoever, so it is still looking for 4 frames when there are now 5 on the graphic...it get's all confused that's what creates the chopping effect. Link to comment Share on other sites More sharing options...
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