TT Snim Posted December 13, 2013 Author Share Posted December 13, 2013 Hi all, A simple question: Back in the day when I was trying to make a game the sprite system was all sorts of messed up. In the new game engine am I riht to asume the sprites are all fixed animation wise? As in, we can have different animations for different moves? Because if it's fixed I'm going to make a game bassed for the Crafty Girls.. eventually… I'll sprite for it, any way. Link to comment Share on other sites More sharing options...
Vus Posted December 13, 2013 Share Posted December 13, 2013 Hey,Well, I think it depends on what engine you use. Default EO is not really editable in this way, so you would have to use custom version where it's possible. Link to comment Share on other sites More sharing options...
TT Snim Posted December 13, 2013 Author Share Posted December 13, 2013 And the new enine? All I need to know is how to make the sprites for each engine, then i can work the art around the problem. ^_^ Link to comment Share on other sites More sharing options...
jcsnider Posted December 13, 2013 Share Posted December 13, 2013 If you explain a little more about how you remember the 'old system' I can tell you if it is the same or completely changed. As of now most engines on the site are using Rpg maker XP format characters instead of the old horizontal strip. Link to comment Share on other sites More sharing options...
TT Snim Posted December 14, 2013 Author Share Posted December 14, 2013 The problem with the old sprites was the way the program drew from the animation sheet to do both walk and attack. On a normal RPG sprite sheet you have some thing that looks like this:> > > Walk right^ ^ ^ Walk up< < < Walk leftv v v Walk downHowever the old system was it like this:> > x Walk right/ x = attack^ ^ x Walk up/ x = attack< < x Walk left/ x = attackv v x Walk down/ x = attackThis system meant that any basic sprite set used the right most walk animation as the character or NPC's attack animation, and left you with only two cells for your normal walk. That's fine for me as I can make games around that system, but it still leaves things looking jerky and crude. What I want to know is if we now have a system/engine that uses a sprite sheet for _each action_.Awesome Walk Animation> > > Walk right^ ^ ^ Walk up< < < Walk leftv v v Walk downAttack Animations> > > Stab right^ ^ ^ Stab up< < < Stab leftv v v Stab down> > > Cast right^ ^ ^ Cast up< < < Cast leftv v v Cast downEtc… Link to comment Share on other sites More sharing options...
jcsnider Posted December 14, 2013 Share Posted December 14, 2013 Nope, according to your description it would not be possible on any engine on this site without some extreme code edits. Link to comment Share on other sites More sharing options...
Growlith1223 Posted December 14, 2013 Share Posted December 14, 2013 not really, just a simple edit to the amount of sprites to divide by(usually near the end of drawPlayer there's a gTexture(tex_Sprite(i)).Width / 4, change the 4 to a 6 or something) then with attacking just make it render the 5th/6th sprite then do the same with spells. simple as that. Link to comment Share on other sites More sharing options...
PD Posted December 14, 2013 Share Posted December 14, 2013 > Nope, according to your description it would not be possible on any engine on this site without some **extreme** code edits.Lol. This is a rather simple edit. Take a look at what Growl said even though what Growl is suggesting is for one sprite sheet but you want 2(?) one for walking and one for attacking. That also is easy to do if you can do a bit of programming. Link to comment Share on other sites More sharing options...
TT Snim Posted December 20, 2013 Author Share Posted December 20, 2013 OK, thanks guys! That actually helps.Knowing that the code could be changed (I'd need help with that) gives me a green light to go ahead and start spriting for my own game again. ^_^ Link to comment Share on other sites More sharing options...
moronsnail Posted December 20, 2013 Share Posted December 20, 2013 :sexy: Link to comment Share on other sites More sharing options...
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