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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Oct 28, 2009 1:14 pm Post subject: |
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Newbie_Power wrote: | set parent (large npc parent, lookup slice(sl:Map Layer1)) |
How did I miss this? What other slice layers are available? _________________
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 1:16 pm Post subject: |
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http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml#about-lookupslice
Lists several. I don't know if it's all of them, but I'll assume it is. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Lucier that one girl

Joined: 06 Aug 2003 Posts: 139 Location: dallas, tx
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Posted: Wed Oct 28, 2009 1:27 pm Post subject: |
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is it possible to combine this script with a script that allows 3 frame walking? haven't had a chance to test it yet, i'm curious to see how it works. _________________ insert myspace link here. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 1:33 pm Post subject: |
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UPDATE: I just used James' suggestion to use a timer for updating the sprites, and it works beautifully. You no longer have to force your script to make a game loop, just call "init large walkabouts" and it'll do all the work for you. Version 1.2 is uploaded on Slime Salad.
Quote: | is it possible to combine this script with a script that allows 3 frame walking? haven't had a chance to test it yet, i'm curious to see how it works. | Maybe. How does the 3 frame walk script work? If it uses more than one walkabout set, then I'll have to add a check to ensure that the hero sprite set changes as well. *does this now* _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Lucier that one girl

Joined: 06 Aug 2003 Posts: 139 Location: dallas, tx
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 1:49 pm Post subject: |
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I just made an update with this in mind. Try combining it with Twin Hamster's three frame walk script and see if it works. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 2:55 pm Post subject: |
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I just tested myself. Does NOT work well with Twin Hamster's script. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Oct 28, 2009 3:09 pm Post subject: |
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Newbie_Power wrote: | I just tested myself. Does NOT work well with Twin Hamster's script. |
what goes wrong? |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 3:16 pm Post subject: |
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Replacing sprites on the fly is slow and causes the whole thing to become choppy.
I'm also not getting the intended three frame effect. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Oct 28, 2009 3:39 pm Post subject: |
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Newbie_Power wrote: | Replacing sprites on the fly is slow and causes the whole thing to become choppy. |
I guess that makes sense. Changing a sprite slice's ID causes the sprite data to be loaded from disk, and I can easily see how doing that on ever frame for several NPC's could slow things down...
However...
You could load both spritesets as separate slices, then you could hide/show them, which should be nice and fast since they remain in memory the whole time.
Also, you could save yourself from having to update the x,y position of both of them by making them both children of a container slice, and then just moving the container. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 28, 2009 3:44 pm Post subject: |
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Quote: | However...
You could load both spritesets as separate slices, then you could hide/show them, which should be nice and fast since they remain in memory the whole time.
| I'll hold off on this since Twin Hamster's script isn't really suitable anyway. It only works on the main hero.
That, and I don't want this to be something that only works with three frame walkabout games. I want this to be something people can easily add to their games. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Wed Oct 28, 2009 4:37 pm Post subject: |
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But seems that they'd be replacing (presumably) all their sprites with the taller ones anyway, what would 1 extra frame matter, I mean it looks a lot more fluid, plus going the whole way would make it look even more awesome then it already is.
PS: I think what you've done is awesome, I'm soooo using this script in my next project (which due to the rate of my current project, could be some time :p) |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Fri Oct 30, 2009 3:21 pm Post subject: |
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This. The second option listed as a fix in the wiki would be better for bigger foes, certainly. I want this. Almost as much as I want half-tile movement (which would pretty much remove half the scripting from a certain hack'n'slash RPG of mine).
I'd have to be crazy to upgrade all the walkabouts for Vikings to 32x40 though. I'm not quite THAT insane. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Oct 31, 2009 5:40 am Post subject: |
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It makes more sense to write a four-frame walking script. If you only want three frames, you can make two the same.
Or add a constant for number of frames. My pixel-based movement script for Eldardeen supports any number of walking frames (although it's limited by the 100 NPC types limit - I ought to update it)
Quote: | but with the knowledge that this probably won't happen |
People seem to be permanently scarred from so many years of the limitations of DOS OHR that they seem to assume anything the OHR doesn't already have probably isn't possible. In fact since the FB port, *everything* is possible, it's just a matter of effort required.
James Paige wrote: | Newbie_Power wrote: | Replacing sprites on the fly is slow and causes the whole thing to become choppy. |
I guess that makes sense. Changing a sprite slice's ID causes the sprite data to be loaded from disk, and I can easily see how doing that on ever frame for several NPC's could slow things down... |
I'll go modify sprite caching to cache some unused sprites as well. I complained when originally it kept too much in memory, and Mike removed it. _________________ "It is so great it is insanely great." |
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ShakeyAir
Joined: 27 Apr 2004 Posts: 93
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Posted: Thu Nov 05, 2009 10:41 pm Post subject: |
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Is this all you have to do for the new large walkabout script to work...
1.Set walkabout set and palette the same for the walkabout as the hero sprite you wish to use.
2. Set the example autorun script to the autorun script on the map.
...Because its not working? And I got the other one to work earlier. Am I missing some other step? |
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