|
chrmak issues Displaying 1-12 of 12 total.
1
ChaliShank
|
So I'm trying to compile a character file. I'm pretty sure all the numbers are right, as I've triple checked and tried recompiling it. Get this: every time I run the program on the SAME character mak and pcx, it gives me a different size CHR file as an output.
Totally random, anywhere from 171 (the size of the PCX + 1) to over 400K. Yes, it's a big chr file, over 220 frames and 70x70 frame size, but it didn't seem like there was a limit built into CHRMAK. But the last 120 frames are usually gibberish and a random splash of colors or combinations of frames that are superimposed on each other. I have no idea what's wrong, and I've tried changing, modifying, and retyping all kinds of things but I just can't get the complete character to compile properly.
Any help would, as usual, be greatly appreciated.
-------------------------------------------------------
Master of Time and Space and C++(but not VERGE)
ChaliShank
Posted on 2002-02-25 22:25:11
|
Mythril
|
It works properly when you use less frames? Try to set the frame amount lower, and see if it compiles right. If it does, it's most likely chrmak which can't handle so large sprites.
Maybe you've forgotten to lower the bitdepth on the img to 8-bit? But if the first frames work, then that can't be the cause. Why in the world have you made over 220 frames on one sprite anyway? @.@
Spoon.
Posted on 2002-02-26 00:44:05
|
Mythril
|
70x70x220 = 1078000, meaning you'd need to use more than one megabyte just to load that one sprite! That's.... alot for a sprite.
Spoon.
Posted on 2002-02-26 00:46:48
|
ChaliShank
|
Surely you concede it would be more efficient to have all a character's animations (battle, spellcasting, etc.) in one file so I can access all of them without erasing, creating and reindexing sprites mid-battle? That's what I'm trying to accomplish here, although I appear to have a hit a wall. There is an unwritten limit of exactly 80 frames, at least 70 by 70 frames, in CHRMAK, and I wish they'd told me that BEFORE I decided to ask my executive animator (my friend) to consolidate everything into one file.
One meg of memory is a lot for a sprite, I understand that. However, it is nothing at all compared to any real programs today in which the main character is a massive cllection of 3D nodes and textures. So you see my point. My game might need a decent computer to run, but it really is only going to need 64 megs of memory or whatever. It would be way easier to compile all animations into one character file. There's got to be a way around this.
Posted on 2002-02-26 10:51:53
|
ChaliShank
|
Maybe if I got the source code to CHRMAK I could modify it so it doesn't screw up my last 100 frames. Or maybe there's an obvious solution that I don't see. Either way, perhaps someone could divulge some more information. Thanks for the info so far, Mythril.
Posted on 2002-02-26 10:59:12
|
ChaliShank
|
I have been mulling over how to do battles without one character file for all the animations. It seems almost impossible. If I was to bring in a character with a different set of animations, I would need to re-reference the new character with the old index, which Verge doesn't let you do for some reason. I have to get all the animations in one file.
Posted on 2002-02-26 16:09:33
|
Mythril
|
To use several sprites for the same person, you can't (for obvious reasons...) reference several sprites to the same index. You'll need several indexes, and turn on/off the sprites you use for the same person.
But, do you really need all these different animations? What kind of game are you making? I know SquareSoft made a lot of rpgs where there aren't even CLOSE to 220 frames of animation per sprite. ;P Maybe you're using the wrong way of approaching the animation problem.
If you're making spellFX in the sprites, it is possible to put the spells in their own sprites, and put them over the character sprites.
If you're having a lot of frames for one attack, maybe you can cut down the number of frames without people really noticing.
Spoon.
Posted on 2002-02-27 14:08:14
|
ChaliShank
|
Squaresoft had a way with sprites that allowed them to use victory animations along with a seperate weapon sprite for an attack. That was known as beating the system. Thanks, but no thanks. They do it well, so that you don't notice it, but my executive animator is extremely talented and wants to make a game where he can show off some of his sprite creating ability. It will give the game a smoother more realistic feel. Perhaps its not the most efficient way, but it is more fun, and this is a project we have to finish in order to graduate, so we can't back down now.
Thanks for your concern, Mythril. I know you only want to help. And in normal situations we would cut back. I did figure out a multiple sprite solution, but I wonder if it would be more efficient to load all sprites at the beginning and switch them around or constantly create and delete sprites as it goes...
In any case, thanks again.
Shanktastic Reverend Triple C
Posted on 2002-02-27 15:10:41
|
Mythril
|
Not any text whatsoever here so don't bother to read this unless you are really bored and have nothing better to waste your time on which is really sad because the world offers so many boring things to do.
Spoon.
Posted on 2002-02-28 03:25:30
|
Omni
|
Posted on 2002-02-28 06:04:07
|
Raiden101
|
My method was to load all the images, and then just change the z-order, I think that is a bad way of doing it, it is better if it does the following:
Event-When user changes direction.
Action-Load the image.
-Hide the image behind the origonal image.
-Unload the origonal image.
This is how I think it should be done.
-Raiden
"Time stopped, and for what?!"
Posted on 2002-02-28 09:14:19
|
rpgking
|
Breath of Fire IV had about 2000-3000 frames of animation per character ;)
Out of clutter, find simplicity.
-Einstein
Posted on 2002-03-04 03:01:03
|
Displaying 1-12 of 12 total.
1
|
|