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Project Vertigo Origins [ 1.1.4 – FINAL ] (2D Side-Scrolling ORPG Engine)


mrmiguu
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heres a idea (not needed right away) Jump strength player holds shift and it jumps till you eather let go of shift or player reachs set jump hight from the data.ini

also miguu is it possible to mirror the sprites direction so you set all sprites facing right in the GFX files but when you move left it just mirrors the right side imitating facing left? heres example + new animation frames.
![](http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png)
[http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png](http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png)
and just mirror it for facing left :P i can make item and sprite sheets if you want
(btw its 64x64 becuase 64x64 is better for more flexibility in animations :P)

also i loled at your 1st post
DO NOT ASK ME FOR THE SOURCE CODE! I WILL RIP OFF YOUR CHEST HAIR IF YOU DO!

xD
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could also have 3 framed attack animations for melee, bow and magic
melee
![](http://www.fileden.com/files/2007/5/25/1111692/attack%20animations.png)
[http://www.fileden.com/files/2007/5/25/1111692/attack%20animations.png](http://www.fileden.com/files/2007/5/25/1111692/attack%20animations.png)
just another little thought

or have 3 frame s for 3 types of attaks 1 frame for slash (1h sword/axe, etc)  1 frame for stab (daggers) and 1 frame for chop (2h weapons / staffs)

my custom sprite has bow shoot, chop, stab and slash animation with 5 frames each xD
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@Urimas:

> heres a idea (not needed right away) Jump strength player holds shift and it jumps till you eather let go of shift or player reachs set jump hight from the data.ini
>
> also miguu is it possible to mirror the sprites direction so you set all sprites facing right in the GFX files but when you move left it just mirrors the right side imitating facing left? heres example + new animation frames.
> ![](http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png)
> [http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png](http://www.fileden.com/files/2007/5/25/1111692/64x64%20frames.png)
> and just mirror it for facing left :P i can make item and sprite sheets if you want
> (btw its 64x64 becuase 64x64 is better for more flexibility in animations :P)
>
> also i loled at your 1st post
> DO NOT ASK ME FOR THE SOURCE CODE! I WILL RIP OFF YOUR CHEST HAIR IF YOU DO!
>
> xD

Jump strength isn't the easiest to do on a tile-based engine…

I will do this:
Dynamic frames - First 3 are walking, the 2nd frame will be stand-still, the 4th frame will be jumping/falling and the 5th frame will be attacking. I might improve it but I looked online and having vb6/dx7 mirror images is slow and not a suggested way to doing it.
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well i have a stand frame facing the screen and a walk/run thats on the sprites side
![](http://www.fileden.com/files/2007/5/25/1111692/walkstand.jpg)
[http://www.fileden.com/files/2007/5/25/1111692/walkstand.jpg](http://www.fileden.com/files/2007/5/25/1111692/walkstand.jpg)
btw thats only 2 of 5 frames i have for walk i also have a 12 frame running animation xD
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Could we make it like this?
You know, the attack costumes at front and the climbing next?

Oh shoot whered the image go  :icon_crap:

oh there it isn't oh ham :embarrassed:

I'll just attach it  ;)

Oh yeah also forgot… change the last 3 movement frames into the magic/shooting frames (2 frames for shooting, 1 for casting magic)

PS. Can you make it so that the controls can be customized, and mabye a water attribute, which makes you fall slower and let you swim and jump out of water?
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@Merailima:

> Could we make it like this?
> You know, the attack costumes at front and the climbing next?
>
> Oh shoot whered the image go  :icon_crap:
>
> oh there it isn't oh ham :embarrassed:
>
> I'll just attach it  ;)
>
> Oh yeah also forgot… change the last 3 movement frames into the magic/shooting frames (2 frames for shooting, 1 for casting magic)
>
> PS. Can you make it so that the controls can be customized, and mabye a water attribute, which makes you fall slower and let you swim and jump out of water?

this looks like the layout i mentioned….. (see page 28)
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Feature idea. "Wire" tile attribute.

Select the attribute, then it asks for a value (numeric). Input the value then place the tile.

Tile works just like a Platform tile, but if the character's SPD is not equal to or higher than the value, the character automatically gets dropped from it.

Would give some better reason to use the SPD stat, also make mapping interesting with alternate routes availible for certain classes or characters with higher SPD.
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@Anna:

> Feature idea. "Wire" tile attribute.
>
> Select the attribute, then it asks for a value (numeric). Input the value then place the tile.
>
> Tile works just like a Platform tile, but if the character's SPD is not equal to or higher than the value, the character automatically gets dropped from it.
>
> Would give some better reason to use the SPD stat, also make mapping interesting with alternate routes availible for certain classes or characters with higher SPD.

I really like this concept, Anna. I will consider it, definitely.
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@MrMiguuâ„¢:

> Did you try doing the same thing and coming out with the same results?

Egh. That just made my brain hurt. You just confused me to a WHOLE new level…
Not sure if that was just a question, or you being an ass.
@Merailima:

> I'm still having problem about items… the attacking and entering shop one is OK now
>
> Picking them off floor, specificaly

Warp to a map above the point thats blocked, (most likley the bottom) and you should be able to pick them up. To see if you can pick them up or not, press f5\. If you spawn at the top of the map, or at the bottom, you wont be able to pick them up.
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@ಠ_ಠ:

> Egh. That just made my brain hurt. You just confused me to a WHOLE new level…
> Not sure if that was just a question, or you being an ass.

I was saying, repeat the your actions and if you still come up with the same results, that means it's a definite bug. If you don't end up with the same problem, odds are it was a fluke.
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@ಠ_ಠ:

> Well, I had 3 stat points, I put 1 in and it came out as like 20 stats. And I did it again, same thing happened. So, I guess its a definite bug.
> EDIT
> OH WTF! I just did it again like 20 seconds ago and it only put one it. WHATS GOIN ON MAN?

Idk… we're trippin' balls, man. lol

Try downloading a fresh copy of PV and making it separate, then try replicating this bug and see if it's just your game or the engine doing it.
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