Homicidal Monkey Posted September 17, 2008 Author Share Posted September 17, 2008 OK, just in case you did not know this by now, I'm working on redoing the graphics system of Eclipse for EE2.8\. So far everything is falling into place and its come to time to program Sprite frame sequence. Previous versions of Eclipse used 12 frame sprites.So… Eclipse, should this be changed? And if so, to what?Please keep this to discussing Spritesheet format ONLY. I will not answer any questions. Link to comment Share on other sites More sharing options...
DrNova Posted September 17, 2008 Share Posted September 17, 2008 Eh, hopefully anything will have an option for those with already large spritesheets so they can choose whether or not they want to use that option.Someone already deep in development may have a couple hundred sprites, and being forced to change format could be a tremendous task…If I HAD to make a suggestion,keep it the same, just add an extra frame for attack for each direction.ExampleUp walk, upstand/midstep, upwalk, upattack, ect for each direction. So same for each direction, just an extra frame at end of each direction for an attack frame.Though since few people use customs, this wouldnt help many people, so the "option" would be handy.And add the lil source snippet that fixes walking to make it look natural(I saw it in the source snippet section) So you dont limp everywhere.If it isnt optional though, besides that walking animation code snippet, maybe release also a version that uses the original method, to save people already deep in dev or those unable to sprite from problems?Just my feedback anyways. Link to comment Share on other sites More sharing options...
Marsh Posted September 17, 2008 Share Posted September 17, 2008 My opinion is that most people cant even make sprites and then unless the old way was supported or someone converted the graphics most people wouldn't have any large spritesheets to use. Link to comment Share on other sites More sharing options...
Homicidal Monkey Posted September 17, 2008 Author Share Posted September 17, 2008 I could also just add a converter. I already need to make one for maps, npcs, and items. Link to comment Share on other sites More sharing options...
Marsh Posted September 17, 2008 Share Posted September 17, 2008 That would be awesome if you were willing to put the time in. Dont the default Rpg maker sprites come with a extra walking frame. Perhaps add that. Link to comment Share on other sites More sharing options...
DrNova Posted September 17, 2008 Share Posted September 17, 2008 Yeah most rmxp resouces default have that(not spritesheet original versions) Link to comment Share on other sites More sharing options...
dg1423 Posted September 17, 2008 Share Posted September 17, 2008 oh yea, homicidal monkey (I just realized, that i was gonna abbreviate that, but it turned into HoMo, roflmao) I have a 2.5 - 2.7 convert if you wanna use that to make a 2.5/6/7 - 2.8 converter, I set it up so you just have to plug in 2 modTypes and compile, very handy indeed. Link to comment Share on other sites More sharing options...
xeross Posted September 17, 2008 Share Posted September 17, 2008 Well spritesheet format should be great if it was:Left Leg|Stand|Right Leg|Attackand then the walking animation would be(switch between legs each tile)Left Leg|Stand[NEXT TILE]RIght Leg|Standthe spritesheet format can be converted with photoshop and grids in under 10 minutes Link to comment Share on other sites More sharing options...
Robin Posted September 17, 2008 Share Posted September 17, 2008 The only viable option is separate sprite sheets, for Dx8\. Should store all the active sprite numbers (Players+npcs) then load the sprite sheets required. Link to comment Share on other sites More sharing options...
tylian Posted September 17, 2008 Share Posted September 17, 2008 Waiiit….What name is Homicidal using now? O_o Link to comment Share on other sites More sharing options...
demon xxx x Posted September 17, 2008 Share Posted September 17, 2008 Wait, you're making a new spritesheet format? Couldn't you store in one of the inis [serverside] to choose which spritesheet to use? Like[SpriteSheet]32x64=1FRAME_12=0FRAME_##=1The FRAME_## being the number Homicidal chooses.It would save time for some programmers to do that. :P your choice. Link to comment Share on other sites More sharing options...
shrig94 Posted September 18, 2008 Share Posted September 18, 2008 did robin just say this will be dx8? Link to comment Share on other sites More sharing options...
Zuleloan Posted September 18, 2008 Share Posted September 18, 2008 yep, and he said no questions Link to comment Share on other sites More sharing options...
Homicidal Monkey Posted September 18, 2008 Author Share Posted September 18, 2008 @Ze:> Wait, you're making a new spritesheet format? Couldn't you store in one of the inis [serverside] to choose which spritesheet to use? Like> > [SpriteSheet]> 32x64=1> FRAME_12=0> FRAME_##=1> > The FRAME_## being the number Homicidal chooses.> It would save time for some programmers to do that. :P your choice.thats in it already. in Sprites.ini. Same thing for Tiles.ini.```[SheetNum#]Width = #Height = #``` Link to comment Share on other sites More sharing options...
Baron Posted September 20, 2008 Share Posted September 20, 2008 I think that more importantly than extra frames is just getting the current frames into a mathematical order so they can be stepped through easily.NPCdir * 96 + frame(0-64 depending on animation frame).I think rather than having additional character frames having a seperate attack sheet would be a smoother solution, with a setup similar to spells. This same effect can currently be created via scripts using custom spells and item checks and direction checks and things but is just plain messy.Integrating a proper attack animation selection in item creation that linked to a sheet of attack animation effects would be awesome if done properly Link to comment Share on other sites More sharing options...
Dark Crusade Posted September 20, 2008 Share Posted September 20, 2008 I'd be happy if the walking was like it is in Robin's Essence engine. Correct me if wrong, but the attack frame doubles up with the right leg step frame. Link to comment Share on other sites More sharing options...
Robin Posted September 20, 2008 Share Posted September 20, 2008 It would be more suited to Eclipse to have 4 frames.Left leg, Stand Still, Right leg, Attack.I only have the attack frame doubling as the right leg because my sprites only have the walking frames, no attacking ones, and the attacking is usually shown to be happening by dropping a special effect on the NPC. Link to comment Share on other sites More sharing options...
Homicidal Monkey Posted September 20, 2008 Author Share Posted September 20, 2008 @Robin:> It would be more suited to Eclipse to have 4 frames.> > Left leg, Stand Still, Right leg, Attack.> > I only have the attack frame doubling as the right leg because my sprites only have the walking frames, no attacking ones, and the attacking is usually shown to be happening by dropping a special effect on the NPC.thats how I currently set up. Frames 1, 3, 4, 6, 7, 9, 10, 12 are movement, 13-16 are attack. Frames 2, 5, 8, 11 are transition frames. Attack animation uses attack frame and transition frame. Movement uses movement frame1, transition frame, movement frame2, transition frame, movement frame1. Link to comment Share on other sites More sharing options...
Robin Posted September 20, 2008 Share Posted September 20, 2008 Don't have them in a straight line.Have it like this:UP: [1] [2] [3] [a]DOWN: [1] [2] [3] [a]LEFT: [1] [2] [3] [a]RIGHT: [1] [2] [3] [a]That way it'll fit inside a texture file a lot easier. Link to comment Share on other sites More sharing options...
Homicidal Monkey Posted September 20, 2008 Author Share Posted September 20, 2008 @Robin:> Don't have them in a straight line.> > Have it like this:> > UP: [1] [0] [2] [a]> DOWN: [1] [0] [2] [a]> LEFT: [1] [0] [2] [a]> RIGHT: [1] [0] [2] [a]> > That way it'll fit inside a texture file a lot easier.i might have to do something like that for older graphics cards that do not support full size textures. Link to comment Share on other sites More sharing options...
Robin Posted September 20, 2008 Share Posted September 20, 2008 @Simius:> i might have to do something like that for older graphics cards that do not support full size textures.Edited. Damn BBCode. Link to comment Share on other sites More sharing options...
FrogImmortal Posted October 21, 2008 Share Posted October 21, 2008 Yes. Extra walking frames and a standing frame are must-haves. 3 frame "left foot, neutral, right foot, neutral, repeat" at the very least. Link to comment Share on other sites More sharing options...
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