mrmiguu Posted October 2, 2009 Author Share Posted October 2, 2009 @Merailima:> Y cant you make casting spell costumes separate from the attack costumes? It would be very, very helpful if U did…Are you referring to the player sprite animations of attacking separate from the spell casting ones? Link to comment Share on other sites More sharing options...
xelander Posted October 2, 2009 Share Posted October 2, 2009 If i did read that post right, he is. Link to comment Share on other sites More sharing options...
Anna Comnena Posted October 2, 2009 Share Posted October 2, 2009 Hey 'nother tile attribute idea (or two):JumpWhen you're in/on this tile, your jump height is doubled.Class PlatformWorks like Class Block only it doesn't act as a "ceiling" for that class as well as a floor. Link to comment Share on other sites More sharing options...
Merailima Posted October 2, 2009 Share Posted October 2, 2009 @[DEVELOPER:> MrMiguuâ„¢ link=topic=46896.msg553328#msg553328 date=1254461359]> Are you referring to the player sprite animations of attacking separate from the spell casting ones?Yes Link to comment Share on other sites More sharing options...
mrmiguu Posted October 2, 2009 Author Share Posted October 2, 2009 It's not that easy to change. I might consider it in the future but for now I am going to convert the engine to read 5 right sprites and 5 left sprites, the first 3 frames are the walking animations, the next frame is the jumping animation, and the last frame is the attacking animation. They will be 64x64 in size. I already adjusted the y-axis of the player HP and NPC HP bars as well as their name's y-axis to be perfectly aligned with both 32x32 sized sprites and 64x64 sized sprites. Link to comment Share on other sites More sharing options...
Drummerpete Posted October 3, 2009 Share Posted October 3, 2009 I just found it ironic that your engine "Vertigo", means a fear of heights, when the engine takes eclipse to new heights..Hey, it's half three in the morning. Link to comment Share on other sites More sharing options...
Merailima Posted October 3, 2009 Share Posted October 3, 2009 @[DEVELOPER:> MrMiguuâ„¢ link=topic=46896.msg553654#msg553654 date=1254526946]> It's not that easy to change. I might consider it in the future but for now I am going to convert the engine to read 5 right sprites and 5 left sprites, the first 3 frames are the walking animations, the next frame is the jumping animation, and the last frame is the attacking animation. They will be 64x64 in size. I already adjusted the y-axis of the player HP and NPC HP bars as well as their name's y-axis to be perfectly aligned with both 32x32 sized sprites and 64x64 sized sprites.I thought you could mabye, you know, flip the sprites?You could save room for that… Or you could make it so that you can hide yourself when casting spells....Would be convenient... Also you could make it so the spells can fly like a projectile... That'd be useful... You could also make your charecter be from the Bigspriets sheet...Oops srry for brainstorming here. Link to comment Share on other sites More sharing options...
Merailima Posted October 3, 2009 Share Posted October 3, 2009 Aww man… Something weird happened... Now I cant attack any enemies, and I still cant pick up items. I can shop, though. I tried shift + click, but that didnt work. Link to comment Share on other sites More sharing options...
The New World Posted October 3, 2009 Share Posted October 3, 2009 @Merailima:> Aww man… Something weird happened... Now I cant attack any enemies, and I still cant pick up items. I can shop, though. I tried shift + click, but that didnt work.You have to have Access 4 or higher to use Shift+Click, its an admin warp. With MrMiguus physics system, it makes you fall until you hit a platform. Link to comment Share on other sites More sharing options...
xelander Posted October 3, 2009 Share Posted October 3, 2009 Miguu, Could you make spirtes like… 64x96 sprites as an option?Would be epicly fitting for Maplestory sprites, as one of those i have is 52x69, as it's pretty short hair and like.. yah..It could be 64x94 on walking, but when its attacking, 96x96\. :oThey becoming so width on attack.Wouyld be epic-ish. Link to comment Share on other sites More sharing options...
magezhilo Posted October 3, 2009 Share Posted October 3, 2009 Well, he's already developing 64x64, 96x96 seems a little too big. Link to comment Share on other sites More sharing options...
The New World Posted October 3, 2009 Share Posted October 3, 2009 Dynamic Sprite Sizes would be hefty work but it'd shut all you people up =P Link to comment Share on other sites More sharing options...
Ruins of Hell Posted October 3, 2009 Share Posted October 3, 2009 No, it wouldn't. Check the source edit board, there's a source for that in the Source edit index.So no, it wouldn't be hard to copy and paste that in. Link to comment Share on other sites More sharing options...
The New World Posted October 3, 2009 Share Posted October 3, 2009 @The:> No, it wouldn't. Check the source edit board, there's a source for that in the Source edit index.> > So no, it wouldn't be hard to copy and paste that in.I meant a custom debugged one to fit Miguu's edits. =\ Link to comment Share on other sites More sharing options...
mrmiguu Posted October 3, 2009 Author Share Posted October 3, 2009 All sprite sizes are in multiples of 2\. Making it 64x94 won't work because the order is: 2, 4, 8, 16, 32, 64, 96, 128, 160, etc…I don't suggest you use Maple Story sprites since they are too big and copy written.@Merailima:> I thought you could mabye, you know, flip the sprites?> You could save room for that… Or you could make it so that you can hide yourself when casting spells....Would be convenient... Also you could make it so the spells can fly like a projectile... That'd be useful... You could also make your charecter be from the Bigspriets sheet...Oops srry for brainstorming here.Flipping the sprites is very inefficient and slows down the game's processing by a landslide. It isn't a convenient feature with DX7. Link to comment Share on other sites More sharing options...
xelander Posted October 4, 2009 Share Posted October 4, 2009 Well freaking copy right… Link to comment Share on other sites More sharing options...
mrmiguu Posted October 4, 2009 Author Share Posted October 4, 2009 @xelander:> Well freaking copy right…What? That doesn't make sense. Link to comment Share on other sites More sharing options...
Patrick Posted October 4, 2009 Share Posted October 4, 2009 Translation:I hate that Maple Story Sprite Copyright. Link to comment Share on other sites More sharing options...
xeross Posted October 4, 2009 Share Posted October 4, 2009 @üÑÂøчġġÑâ€Ã‘‚:> Translation:> I hate that Maple Story Sprite Copyright.I love it because it prevents people from using them causing them to actually try to create something themselves.Regards, Xeross Link to comment Share on other sites More sharing options...
dingleberrys Posted October 5, 2009 Share Posted October 5, 2009 mrmiguu is it posible to make a slope tile attribute? to move diagonally to imitate hills? ______ O___/ \ /|\ <–-stick man xD \_______/ \also can you add attack/hit sounds for both weapons and npcs examplea bow you hear a string pull on attack and a arow hit on impactor an ogre grunting as its hit and a scary roar on attackand menu music does not play when you logout just letting ya know :D Link to comment Share on other sites More sharing options...
mrmiguu Posted October 5, 2009 Author Share Posted October 5, 2009 @Urimas:> mrmiguu is it posible to make a slope tile attribute? to move diagonally to imitate hills?> ______ O> ___/ \ /|\ <–-stick man xD> \_______/ \> > also can you add attack/hit sounds for both weapons and npcs example> a bow you hear a string pull on attack and a arow hit on impact> or an ogre grunting as its hit and a scary roar on attack> > and menu music does not play when you logout just letting ya know :DI was thinking about this and figured it would be a good idea. I will look into this but I am more curious of converting the engine to pixel movement. Spanion did it, why can't I? Link to comment Share on other sites More sharing options...
magezhilo Posted October 5, 2009 Share Posted October 5, 2009 @[DEVELOPER:> MrMiguuâ„¢ link=topic=46896.msg555275#msg555275 date=1254782616]> I am more curious of converting the engine to pixel movement. Spanion did it, why can't I?That'd be sweet! This is kind of an off thing, but would it be possible to make a second animation layer as to add smoother effects. It could go…Mask1----->Mask1 Animation(shows every 0.5 seconds)----->Mask1 Animation2(shows every second)Or however fast it needs to be in order to make the animation look smoother. Link to comment Share on other sites More sharing options...
Merailima Posted October 6, 2009 Share Posted October 6, 2009 @[DEVELOPER:> MrMiguuâ„¢ link=topic=46896.msg555275#msg555275 date=1254782616]> I was thinking about this and figured it would be a good idea. I will look into this but I am more curious of converting the engine to pixel movement. Spanion did it, why can't I?That'd be cool, and convenient, but you didnt answer my question:[quote author=Merailimalink=topic=46896.msg555275#msg555275 date=1254782616]Aww man… Something weird happened... Now I cant attack any enemies, and I still cant pick up items. I can shop, though. I tried shift + click, but that didnt work.And what I maent by the shift click not working was that I allinged myself but it wouldnt fix the problem. Link to comment Share on other sites More sharing options...
hollywoodkid Posted October 7, 2009 Share Posted October 7, 2009 is it just me or does warping to different maps freeze the game? Link to comment Share on other sites More sharing options...
The New World Posted October 7, 2009 Share Posted October 7, 2009 There seem to have been a total of 3 warping map freeze issues Miguu. Link to comment Share on other sites More sharing options...
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