Idle Movescript Animation
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pete_michaud

I have an idea that I'm sure could be implemented, and I just wanted to throw it out there -- I'd like to be able to define a move script for each idle direction.

I'm sure you're familar with games in which you stop and your character shuffles around and scratches himself or whatever while he waits for you to move him. I'd like to do that.

Posted on 2005-11-13 10:43:35

RageCage

you're not the first to request such a feature, but it's possible to code that into your game your self if you know what you're doing

Posted on 2005-11-13 11:05:16

pete_michaud

I figured it would be, but I just thought I'd throw the idea out.

Posted on 2005-11-13 11:54:42

Omni

...Why abandon the idea of creating your own idle movscript system?

Posted on 2005-11-13 12:33:21

pete_michaud

I didn't abandon it, I'm just saying it would be a useful feature to build into the engine.

Posted on 2005-11-13 14:08:38

Omni

Oh. I thought you meant "throw out" like you were trashing the idea. Oops...

Posted on 2005-11-13 16:45:06

pete_michaud

Hehe, this is why we program -- to salve the wounds of ambiguity inflicted by the spoken word.

Posted on 2005-11-13 19:41:43

mcgrue

I agree that having an optional idle movescript in the native system would be a boon. It may or may not be a pain to implement... I know those in the know don't like touching the chr format due to spooky spectres of spookiness. Or something.

Posted on 2005-11-14 00:14:59

Overkill

And if you're to add idle movescripts, may as well add ones for diagonals too! Maybe, even allow the player to declare custom animation scripts for their characters!

darin.mak:
chr_version 5
in darin.png
out darin.chr
frame_w 16
frame_h 32
hotspot_x 0
hotspot_y 16
hotspot_w 16
hotspot_h 16
frames_per_row 5
frame_rows 6
d_idle 0
u_idle 5
l_idle 10
r_idle 15
d_walk F0W10F1W10F2W10F1W10F0W10F3W10F4W10F3W10
u_walk F5W10F6W10F7W10F6W10F5W10F8W10F9W10F8W10
l_walk F10W10F11W10F12W10F11W10F10W10F13W10F14W10F13W10
r_walk F15W10F16W10F17W10F16W10F15W10F18W10F19W10F18W10
custom blink F24W20F0W20

Elsewhere:
EntityAnimate(player, "blink", 4); // Blink four times.

Posted on 2005-11-14 14:19:39 (last edited on 2005-11-14 14:29:16)


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