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Entity Size Displaying 1-17 of 17 total.
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Bitmonkey
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Okay, I'm sure I read about this somewhere, but I freely admit to my dumb-assed-ness at not being able to find it again. Plus I'm out of time to look for tonight:
Ok, I know that maps are stuck in 16x16 pxl tiles. What if I have an entity bigger than that? Is it possible to have the collision and interaction span that whole space? If not through maped3, does someone have a hard-coded example I could look at?
Thanks much!
(and, it's probably long and involved if it's possible, but by-passing the 16x16 limitation? any examples for that?)
Posted on 2004-10-10 06:35:09
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mcgrue
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You can have entities of any size, with a hotspot of any size.
The trick is in designing your maps to accomodate really big entities.
Hopefully, someone will come along and explain this in better detail, but I'm a little busy at the moment. The short answer is 'Yes, you can have any size entity'.
Posted on 2004-10-10 06:36:51
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Abalone
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Take a look here: http://www.verge-rpg.com/boards/display_thread.php?id=13224
Posted on 2004-10-10 11:22:09
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Zip
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Dear god that thread degenerates at the end. Full marks to Abalone for working out the search feature a few millena before most do, and then using it to help others! Also, the CHRmak tutorial may prove slightly useful, despite soon being redundant. I promise something tomorrow. :)
Zip
Posted on 2004-10-10 12:15:27
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mcgrue
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You know, I think this is the first evidence I've seen that someone's actually used the board-search feature! :o
Posted on 2004-10-10 14:07:36
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Bitmonkey
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Sweet, thanks. I knew it had SOME variable in the .mak file, but I couldn't find exactly what.
Posted on 2004-10-11 19:28:21
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Zip
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'To-morrow, and to-morrow, and to-morrow,
Creeps in this petty pace from day to day,
To the last syllable of recorded time;
And all our yesterdays have lighted fools
The way to dusty death.'
Err... I've been revising today. So, another tomorrow.
Zip
Posted on 2004-10-11 21:37:48
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Bitmonkey
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Short, night, to-night, and length thyself tomorrow. Various poetry: XV
Indeed, they say the senators tomorrow
Mean to establish Caesar as a king;
And he shall wear his crown by sea and land,
In every place, save here in Italy. Julius Caesar: I, iii
Be ready, claudio, for your death tomorrow. Measure for Measure: III, i
'farewell,' quoth she, 'and come again tomorrow:' Various poetry: XIV
We will before the walls of Rome tomorrow
Set down our host. My partner in this action,
You must report to the Volscian lords, how plainly
I have borne this business. Coriolanus: V, iii
Tailor, i'll pay thee for thy gown tomorrow: The Taming of the Shrew: IV, iii
It should be thus with him: he must die tomorrow. Measure for Measure: II, ii
I will bethink me: come again tomorrow. Measure for Measure: II, ii
Gone to seek his dog; which tomorrow, by his
master's command, he must carry for a present to his lady. The Two Gentlemen of Verona: IV, ii
For why, she sigh'd and bade me come tomorrow. Various poetry: XV
Where shall we take a purse tomorrow, jack? King Henry IV, part I: I, ii
Well, thou wert be horribly chid tomorrow when thou
comest to thy father: if thou love me, practise an answer. King Henry IV, part I: II, iv
I know into
what straits of fortune she is driven; and it is
not impossible to me, if it appear not inconvenient
to you, to set her before your eyes tomorrow human
as she is and without any danger. As You Like It: V, ii
Is it your will claudio shall die tomorrow? Measure for Measure: II, ii
I pray you now, remembrance tomorrow on the lousy
knave, mine host. Merry Wives of Windsor: III, iii
...
Posted on 2004-10-11 21:54:45
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Bitmonkey
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Okay, I'm still having trouble here:
Here is my .mak file:
chr_version 5
in phunbaba.gif
out phunbaba.chr
hotspot_x = 0
hotspot_y = 0
hotspot_w = 82
hotspot_h = 82
frame_w 81
frame_h 81
frames_per_row 1
frame_rows 1
d_idle 0
u_idle 0
l_idle 0
r_idle 0
d_walk F0W10
u_walk F0W10
l_walk F0W10
r_walk F0W10
Phunbaba is a pic of everyone's favorite FF6 needle-flinging boss monster, and it's 82 pxls wide and tall. I have him set on Maped3 to an entity and he stands with his upper-left corner in square 19x19 (though that's not really important :P ) and he is supposed to call TalkToPhun() when he is interacted with. But now that I've made these changes to my code, you still can walk all over him except for the 16x16 square of his entity, and it doesn't call the function when I push the interact button.
Any ideas?
Posted on 2004-10-12 06:04:58
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mcgrue
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Try removing the ='s from the following lines:
hotspot_x = 0
hotspot_y = 0
hotspot_w = 82
hotspot_h = 82
Posted on 2004-10-12 12:04:33
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Gayo
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Remember: to avoid nasty layering problems, your smallest obstruction (height-wise) will need to be at least as tall as (entity height - entity hotspot height).
Posted on 2004-10-12 16:42:52
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Bitmonkey
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Quote: Originally posted by mcgrue
Try removing the ='s from the following lines:
hotspot_x = 0
hotspot_y = 0
hotspot_w = 82
hotspot_h = 82
Oh, duh. *me = smacktard* :P
Thanks!
Posted on 2004-10-12 16:47:16
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Zip
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Or try out the makmak beta, which will make your life easy and wonderful. Maybe.
Zip
Posted on 2004-10-17 03:28:28
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Bitmonkey
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oooo... *tries*
Posted on 2004-10-17 06:08:45
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BlueStar
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i noticed your mak file lacked a frameheight and framewidth indicator. here's one of my maks; its a pretty big chr.:
chr_version 5
in lore.png
out lore.chr
frame_w 90
frame_h 110
hotspot_x 4
hotspot_y 12
hotspot_w 32
hotspot_h 32
frames_per_row 1
frame_rows 3
d_idle 0
u_idle 0
l_idle 0
r_idle 0
d_walk F0W10
u_walk F0W10
l_walk F0W10
r_walk F0W10
Posted on 2004-10-17 23:28:30
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Toen
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Why did you make the hotspot so small, blue?
Posted on 2004-10-19 20:44:00
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Gayo
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It's 32x32. The 4/12 are its upper left corner coords.
Posted on 2004-10-20 01:38:01
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Displaying 1-17 of 17 total.
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