Bloodmorphed Posted April 20, 2011 Author Share Posted April 20, 2011 Well I want to know if I can go from:![](http://bpprojects-i.com/1.bmp)to:![](http://bpprojects-i.com/4.bmp)I like the smaller sprites, dont ask why I just do lol Link to comment Share on other sites More sharing options...
Robin Posted April 20, 2011 Share Posted April 20, 2011 Add a 4th frame. Origins reads the size automatically. Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 20, 2011 Author Share Posted April 20, 2011 Is there a way I can make it read it as is? the 3 frames? Link to comment Share on other sites More sharing options...
schnurman Posted April 20, 2011 Share Posted April 20, 2011 @Bloodmorphed:> Is there a way I can make it read it as is? the 3 frames?you can but you will haft to rewrite alot of the system with VB6 Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 20, 2011 Author Share Posted April 20, 2011 I see… really a lot? Would seem like itd only be 1 part of it, guess I'm wrong XD Link to comment Share on other sites More sharing options...
schnurman Posted April 20, 2011 Share Posted April 20, 2011 @Bloodmorphed:> I see… really a lot? Would seem like itd only be 1 part of it, guess I'm wrong XDnot really Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 20, 2011 Author Share Posted April 20, 2011 Would there a tut out there to guide me on how to go about changing that??I mean I'm still new to VB6 XD so me going in and trying to fix it ill break it haha. Link to comment Share on other sites More sharing options...
Broojo02 Posted April 20, 2011 Share Posted April 20, 2011 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 More sharing options...
Bloodmorphed Posted April 20, 2011 Author Share Posted April 20, 2011 Thanks for that man.. I was going to do it hard way lol…. Link to comment Share on other sites More sharing options...
Robin Posted April 20, 2011 Share Posted April 20, 2011 @Schnurman:> you can but you will haft to rewrite alot of the system with VB6Changing 2 number '4's to '3's is not a lot of rewriting. Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 22, 2011 Author Share Posted April 22, 2011 @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 More sharing options...
shado360 Posted April 22, 2011 Share Posted April 22, 2011 You still have two fours up there O.o Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 22, 2011 Author Share Posted April 22, 2011 Thats the hight look at my sprite, its 3x4 not 3x3I 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 More sharing options...
Robin Posted April 22, 2011 Share Posted April 22, 2011 ProcessMovement & ProcessNpcMovement.Change the step system to be based off the 1-2-3 pattern. Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 22, 2011 Author Share Posted April 22, 2011 ```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 Suberrorhandler: HandleError "ProcessMovement", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd 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 lolThe 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 More sharing options...
Bloodmorphed Posted April 22, 2011 Author Share Posted April 22, 2011 Okay walking it fine I think for now, But attack make blank square again XD Link to comment Share on other sites More sharing options...
Robin Posted April 22, 2011 Share Posted April 22, 2011 Change the attack frame #. Link to comment Share on other sites More sharing options...
Bloodmorphed Posted April 22, 2011 Author Share Posted April 22, 2011 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 More sharing options...
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