Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Sprites in EO.. Changing the size??


Bloodmorphed
 Share

Recommended Posts

I don't think there is a tutorial for it, but here are your sprites in the format used by eclipse, I increased the size of the bitmap to 128x128, shifted them all 32 pixels to the right and copied and pasted the middle column into the first empty column.
Link to comment
Share on other sites

@Robin:

> Changing 2 number '4's to '3's is not a lot of rewriting.

Oh??? If this were the case, how where are these 4's I would need to change to make them to 3's?

```
      .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)

```
Would I have to change this to:
```
      .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
        .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
        .Left = Anim * (DDSD_Character(Sprite).lWidth / 3)
        .Right = .Left + (DDSD_Character(Sprite).lWidth / 3)

```
I don't think this is it, but.. worth a shot.

i tried it, but for some reason it gives a blank square in the movement like im invisible then it comes back
Link to comment
Share on other sites

Thats the hight look at my sprite, its 3x4 not 3x3

I will post everything I changed but its still giving that blank square every other step

```
With rec
        .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
        .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
        .Left = Anim * (DDSD_Character(Sprite).lWidth / 3)
        .Right = .Left + (DDSD_Character(Sprite).lWidth / 3)
    End With

```
```
    ' Calculate the X
    x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 3 - 32) / 2)
```
```
    With rec
        .top = (DDSD_Character(Sprite).lHeight / 4) * spritetop
        .Bottom = .top + DDSD_Character(Sprite).lHeight / 4
        .Left = Anim * (DDSD_Character(Sprite).lWidth / 3)
        .Right = .Left + (DDSD_Character(Sprite).lWidth / 3)
    End With

```
```
    ' Calculate the X
    x = MapNpc(MapNpcNum).x * PIC_X + MapNpc(MapNpcNum).XOffset - ((DDSD_Character(Sprite).lWidth / 3 - 32) / 2)

```
```
    width = DDSD_Character(Sprite).lWidth / 3
    height = DDSD_Character(Sprite).lHeight / 4

```
I did all this and still give that blank square every other step.
Link to comment
Share on other sites

```
Sub ProcessMovement(ByVal Index As Long)
Dim MovementSpeed As Long

    ' If debug mode, handle error then exit out
    If Options.Debug = 1 Then On Error GoTo errorhandler

    ' Check if player is walking, and if so process moving them over
    Select Case Player(Index).Moving
        Case MOVING_WALKING: MovementSpeed = ((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X))
        Case MOVING_RUNNING: MovementSpeed = ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X))
        Case Else: Exit Sub
    End Select

    Select Case GetPlayerDir(Index)
        Case DIR_UP
            Player(Index).YOffset = Player(Index).YOffset - MovementSpeed
            If Player(Index).YOffset < 0 Then Player(Index).YOffset = 0
        Case DIR_DOWN
            Player(Index).YOffset = Player(Index).YOffset + MovementSpeed
            If Player(Index).YOffset > 0 Then Player(Index).YOffset = 0
        Case DIR_LEFT
            Player(Index).XOffset = Player(Index).XOffset - MovementSpeed
            If Player(Index).XOffset < 0 Then Player(Index).XOffset = 0
        Case DIR_RIGHT
            Player(Index).XOffset = Player(Index).XOffset + MovementSpeed
            If Player(Index).XOffset > 0 Then Player(Index).XOffset = 0
    End Select

    ' Check if completed walking over to the next tile
    If Player(Index).Moving > 0 Then
        If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then
            If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
                Player(Index).Moving = 0
                If Player(Index).Step = 1 Then
                    Player(Index).Step = 3
                Else
                    Player(Index).Step = 1
                End If
            End If
        Else
            If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
                Player(Index).Moving = 0
                If Player(Index).Step = 1 Then
                    Player(Index).Step = 3
                Else
                    Player(Index).Step = 1
                End If
            End If
        End If
    End If

    ' Error handler
    Exit Sub
errorhandler:
    HandleError "ProcessMovement", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext
    Err.Clear
    Exit Sub
End Sub

```
I don't even understand where to start off making it 1-2-3 step from this… Hell I don't even understand how the hell its getting 1-2-3-4 lol

The only thing I'd guess at is changing those 3's to 2s >.>

Actually its not a stutter step, its a double step in one square.

Got it, I changed the 3's to 1's and it seems fine.
Link to comment
Share on other sites

Yeah I did that. Now when I log in I can attack itll show the animation… when I walk again it doesnt show it anymore.
Edit: Nvm I feel like such an idiot I didn't think through the frames haha, but I got it now.

Also, Robin thanks a ton with this, and everyone else thanks for helping as well.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...