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benahri

..are pretty much the same I gather. Are you sure you don't wan't to add something like, animations for coming to a stop. Or just the ability to put any number of animations in your .chr file that you can call by name or number. Or will this be something very easy to implement myself with, what was it you said? hooking functions for the chrs?



Posted on 2002-02-10 03:30:02

Omni

no text



Posted on 2002-02-10 11:38:09

rpgking

You can already "put any number of animations in your .chr file". And you can display specific frames using entity.specframe[index]=whatever....



Out of clutter, find simplicity. -Einstein

Posted on 2002-02-10 17:09:24

Tricron3

Imagine you were working on a big project, and each character had 4 directions, 4 attacks (1 for each direction) 4 different alternate moves (for showing expresions) and an idle frame (for 4 directions). Now imagine you wanted to have more than 1 character.

How many frames and variables would you have to keep track of to use specframe. A whole crap load.

Specframes fine for really simple small games, but the lack of ability to create new named animations is in my opinion Verges greatest flaw. It makes the whole .chr file almost useless for any RPG that wants to have a battle system.

Thats why I've been working on an organized way of dealing with animations, but thats another story.




Posted on 2002-02-11 20:19:25

rpgking

You should see Zaratustra's frame animation code in 4four. He didn't have to use a "crapload" of variables(just one, maybe), and he used specframe. Most of the frame data was #defined as constants, and I actually tested this out on my own platformer tech demo, and the code worked REALLY nice. You should check it out. The concept is pretty simple, and can easily be applied to any game. I'm sure the frame animation code will work just as good for non-platform games...

What you just described above is simple to implement with specframe & Zara's code(or your own if you figure it out), and I don't see why having more than one character would complicate things...

-rpgking



Out of clutter, find simplicity. -Einstein

Posted on 2002-02-12 20:44:19

Tricron3

Alright theres numerous entities, that can move in 4 directions. Only like 4 animations are shared between entities.
those are: Attack, Move, Jump, Defend.

However some entities, need other animations.
so to one entity, I decide it needs to be able to A) Wave hands up and down rapidly.
Another entity needs to A) Be able to sit B) Be able to stand up C) Put bottle to his mouth while sitting D) Put bottle to his mouth while standing.
Another entity needs to be able to A) Hand things out
while still another needs to be able to shake his hand vigorously and ram his staff into the ground.

Now then, none of these animations are shared by other characters, none of them have #_frames restrictions. All of need to work in 4 directions, and theres 0 ordering to the frames, because that maps updating animations impossible.

And your telling me to define all of the animations?
That would be well over 100 defines (and probably over 500) just for the instances I've described above. Good luck pulling that off, believe me, I've tried things like that before.



Posted on 2002-02-12 21:13:05

rpgking

You've got too ambitious of a project going with that many animation varieties :P



Out of clutter, find simplicity. -Einstein

Posted on 2002-02-13 05:56:08

Mythril

...that you're too lazy yourself to code that kind of system, and want the verge developers, who already has too much work, to do all the coding for you. If you think it'll be that hard to implement such an engine, why do you think it would be any easier for them do to?

I don't think it should be that hard to make custom animations. If you really need an "easier" way to use that, you should make your own animation string parser, so that you can pass an animation string to that parser, and it animates the sprite after that animation string. That way you won't have to code a new animation function for each new animation you need, you just need to put together one parser function, and make the animation strings for each character.

In pseudocode:
string anicode[(as many as you need)];
int aniactive[(same)], aniframe[(same)], anidelay[(same)], anicount[(same)];
void Animate(string code, int sprite)
{
anicode[sprite]=code;
anicount[sprite] = 0;
aniactive[sprite] = 1;
(code to extract the first frame to be used, and the animation delay, store those in aniframe and anidelay)
entity.specframe[sprite]=aniframe[sprite];
}

void AnimateTimer()
{
(note that in the following code must be done for each active element in the array. and you'll of course need the array pointers.)
anicount++;

if (anicount=anidelay) {
anicount=0;
(extract next set of animation frame/delay from anicode, if end of string start from the beginning)
entity.specframe[sprite]=aniframe[sprite];
}

}

IF you have AnimateTimer() in a hooktimered script (and have coded it right), you should be able to use Animate("(animation code)") to start a new animation.



Oh.

Posted on 2002-02-13 08:37:59

Tricron3

However, my project isn't really the rpg.

its the animation system I'm working on. Its a whole project in itself.

Besides, given enough time, I'm sure eventually I'll make something playable.



Posted on 2002-02-13 17:21:09

rpgking

For a lot of custom animations, an animation string parser would be the way to go.



Out of clutter, find simplicity. -Einstein

Posted on 2002-02-13 21:51:57

Tricron3

NT = No Text



Posted on 2002-02-14 17:55:49


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