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walkabout sizes
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Wed Oct 28, 2009 1:14 pm    Post subject: Reply with quote

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
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PostPosted: Wed Oct 28, 2009 1:16 pm    Post subject: Reply with quote

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.
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Lucier
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PostPosted: Wed Oct 28, 2009 1:27 pm    Post subject: Reply with 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.
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Newbie_Power




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PostPosted: Wed Oct 28, 2009 1:33 pm    Post subject: Reply with quote

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*
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Lucier
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PostPosted: Wed Oct 28, 2009 1:40 pm    Post subject: Reply with quote

http://superwalrusland.com/ohr/issue26/3F/3F.html

there's twin hamster's guide to 3 frame walking.
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Newbie_Power




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PostPosted: Wed Oct 28, 2009 1:49 pm    Post subject: Reply with quote

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.
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Newbie_Power




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PostPosted: Wed Oct 28, 2009 2:55 pm    Post subject: Reply with quote

I just tested myself. Does NOT work well with Twin Hamster's script.
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Wed Oct 28, 2009 3:09 pm    Post subject: Reply with quote

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




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PostPosted: Wed Oct 28, 2009 3:16 pm    Post subject: Reply with quote

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.
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Bob the Hamster
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PostPosted: Wed Oct 28, 2009 3:39 pm    Post subject: Reply with quote

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




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PostPosted: Wed Oct 28, 2009 3:44 pm    Post subject: Reply with quote

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.
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NeoSpade
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Joined: 23 Sep 2008
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PostPosted: Wed Oct 28, 2009 4:37 pm    Post subject: Reply with quote

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
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PostPosted: Fri Oct 30, 2009 3:21 pm    Post subject: Reply with quote

James Paige wrote:
We do have this: 'Plan for raising sprite frame limits', but that is mostly for battle sprites, so I just started writing ' Plan for bigger walkabouts' to discuss a possible implementation strategy for this at some point in the future.


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
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PostPosted: Sat Oct 31, 2009 5:40 am    Post subject: Reply with quote

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.
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ShakeyAir




Joined: 27 Apr 2004
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PostPosted: Thu Nov 05, 2009 10:41 pm    Post subject: Reply with quote

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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