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Timing is Everything! Displaying 21-29 of 29 total.
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Zip
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Ah, sorry, my fault for retroactively adding #defines and not checking over. So, let's do a bit of debugging practice while we're here. As you can see from the errors, the mistake is in the frame assignment when we attack: so, during the attack, we are trying to draw a frame that is too big. The lines of code I gave that decide what frame is drawn during an attack are: current_frame = entity.frame[event.entity] / CHR_WALK_WIDTH;
current_frame += CHR_ATTACK + ((systemtime-player_last_attack) / ATTACK_FRAMES); Let's play spot-the-error. So, what are they supposed to do? First line should give us a number from 0-3, depending on the direction the character is facing. Second line should move on to the attack frames, and then draw one based on the current time. Of course, what we want is a proportion of ATTACK_FRAMES based on time... but the time is in units of 100 per second, and I've not accounted for that anywhere (well, I did, I just changed the number wrong). Anyway... try this istead: current_frame = entity.frame[event.entity] / CHR_WALK_WIDTH;
current_frame += CHR_ATTACK + ((systemtime-player_last_attack) * ATTACK_FRAMES / ATTACK_DURATION); Hope this is a little more sensible... :)
(Oh, INNOCENCE is good, but less interesting than gits, and far from the best anime has to offer. The animation money was obviously well invested however, not that I think all the cg works completely. Ghibli still roxors.)
Zip
[Edit: Formation and gits]
Posted on 2004-12-06 22:29:30 (last edited on 2004-12-06 22:32:21)
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blues_zodiakos
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FuSoYa (of Lunar Magic (Mario world level editor) fame) released a patch last year for the SoE rom that allows you to play with 2 players. :D I highly recommend it. SoE also has music by Jeremy Soule, who is one of my favorite PC game music composers at the moment. He did the music for Morrowind and Neverwinter Nights.
Posted on 2004-12-07 11:13:28
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cronoodle
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Wooo HOOOOOO!
i got it workin... it looks a lil silly cuz darin's attacks are ! above his head, or he nods, but it's working.
i had to add a few things to get it to work proper, but it's working great now. the only wierd thing was at first, when the game first started, he would attack, kuz systemtime = 0, so, what i did was change ur else into an else if systemtime > ATTACKDURATION. and now it works, only prob w/ that is that u cna't attack for the first second of a map. but... i'll work around that somehow. anyway, do u wanna see what i've got now? all u have to do is explain how i can get it to u.
woooo! excited!
Posted on 2004-12-09 21:13:27
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cronoodle
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Quote:Originally posted by Blues Zodiakos
FuSoYa (of Lunar Magic (Mario world level editor) fame) released a patch last year for the SoE rom that allows you to play with 2 players. :D I highly recommend it. SoE also has music by Jeremy Soule, who is one of my favorite PC game music composers at the moment. He did the music for Morrowind and Neverwinter Nights.
i actually own soe, tho i never beat it. i made it to the part where ur dog was a toaster. but that was years ago. do u know where i could get that patch/ how to apply it? i might give it a try. (i think we might be walkin a thin line, talkin bout emulators and the like, so don't get urself in trouble over a link or somethin)
Posted on 2004-12-09 21:15:47
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cronoodle
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Hmm... ok, zip... while i was tooling around w/ darin.pcx, and counting frames, i ran into an interresting ordeal. after i confused myself as to which frame was up/down/left/right, i went back to the code, and set it up so that it would printstring the str() of current_frame. what i found was that it is doing this:
down = frames 21,22
up = frames 22,23
left = frames 23,24
right = frames 24,25
so, i'm not sure what to do to offset that. and i'm not sure if it started counting the first frame as 0 or not. so, a lil light on the subject would b helpful. plus, i did some o ur math stuff on paper to help me figure out what was goin on. i thought i had it, but now that it's givin the same frame 2x i'm not sure what's up.
thanx for all the help btw
Posted on 2004-12-10 03:09:16
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Zip
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Ha, oversight on my part again. Demonstrates that trying to do this with formulae rapidly gets confusing, so adding a walkstring type thing at some point is probably going to be needed (fortunately, makmak has a fast, solid one).
Anyway, for the moment do:
#define CHR_WIDTH 5 // number of frames in row
current_frame = (current_frame * CHR_WIDTH) + CHR_ATTACK + ((systemtime-player_last_attack) * ATTACK_FRAMES / ATTACK_DURATION);
Well, try that and get some attackage going on (like, with gfx too), then we can look at the next scary step. :)
Zip
Posted on 2004-12-10 19:21:49
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blues_zodiakos
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Link Removed
There's nothing illegal about patches or emulators, just the roms. :D
If you need instructions for applying the patch, feel free to ask. You just can't ask me where to find the roms.
About your game: Are you doing an original game LIKE secret of blah or are you doing a direct sequel? If it's the latter, I think I know a place where you can get almost all of the ripped graphics, or if worse comes to worse, I can show you how to do it yourself (or even possibly provide it).
Zophar's Domain (www.zophar.net) apparently doesn't like direct linking. So you'll have to find the patch on their 'hacks' page under SNES Hacks. It's called 'Secret of Evermore 2-player patch'.
edit: Why in the world is this thing doing such wacky things to my links?
Posted on 2004-12-11 10:30:57 (last edited on 2004-12-11 10:39:53)
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cronoodle
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First, zip, i changed the code like u suggested, and now it's working, but it's not working, kuz darin.chr doesn't have 5*4 frames left after walk animation to use for attack anim. another question is, aren't we kinda gettin redundant? if the frames needed to be 5 does that mean that the attack anim length and char_walk_width or whatever need to be the same? so much math in one single line that i'm a lil confused. i tend to have to write this stuff out on paper to figure out what's actually happening...
now, back to blues,
although my own game is going to be similar to secret of mana in combat engine, that's where any similarities stop. Although, my artist/roommate has been particularly delayed in providing any artwork, hopefully, he'll draw all the the characters. If not, i'll have to do it myself, further delaying any substantial progress. :(( but i guess that gives me something to do while waiting the 5 hours it takes me to render one frame for a scene! (pov ray is some crazy stuff) so, until i come up w/ a character of my own, i wouldn't mind 'borrowing' one of s.o.m.'s characters so that i can play w/ attack animations and the like. good ol' darin.chr just isn't cutting it anymore. hahaha... people who come over to my house will see a small demo of what i have done so far and say, 'wow, the backgrounds look cool, but what's up w/ the lil guys runnin around there? they look weid.' (no offense hahn!)
anyway... i'm off to spend some time re-discovering soe! bye!
Posted on 2004-12-13 21:51:16
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blues_zodiakos
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POVRay is naughty and about a hundred years old. I remember using it about 7 years ago, before I discovered, um, well, alternative means of getting software. HOWEVER, there are plenty of FREE alternatives to POVRay that are MUCH better.
Blender 3D
I hope that page sells you. XD
Posted on 2004-12-14 15:14:21
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