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walkabout sizes
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Lucier
that one girl




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

PostPosted: Tue Oct 27, 2009 7:22 pm    Post subject: walkabout sizes Reply with quote

for years i have been plagued by the small size of walkabouts! i know we have scripts now that can imitate having larger sprites, but will it ever be possible to offer another size of walkabout? like perhaps one that is the size of 2 tiles rather than just one, and maybe an even larger size that is 4 tiles large squared, much like the way we have enemy graphics sorted now. i want so badly to have larger walkabouts in Genesis, it's really the only thing graphically i am unhappy with. the OHR has really come a long way and truly i think one of the only things keeping it back from being the ideal rpg engine is the sprite sizes.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Tue Oct 27, 2009 8:32 pm    Post subject: Reply with quote

i agree with this. i have yet to see an OHR game where i feel the walkabouts match up correctly with the background objects.

i started a traditional RPG awhile ago (there are pictures of it somewhere on here) and put it on hold until the walkabouts could be a bit taller. (and because i really need to take a new palette to everything, i may be a perfectionist, but i'm still lazy)

what would make me happier still is the ability to place quarters of map tiles (10x10 blocks) but that is probably grasping at straws.

but yeah, bigger walkabouts would be amazing.
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Lucier
that one girl




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

PostPosted: Tue Oct 27, 2009 9:32 pm    Post subject: Reply with quote

but with the knowledge that this probably won't happen.. is it possible to have both the extra frame walking script and the taller walkabout scripts going at the same time for all sprites in the game? would this take an absolute eternity to go back in to all the old scripts and add these scripts in? gosh i just want my sprites to not look like doodoo!
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Lucier
that one girl




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

PostPosted: Tue Oct 27, 2009 9:42 pm    Post subject: Reply with quote



look at the difference one extra walkabout makes!
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Oct 27, 2009 9:55 pm    Post subject: Reply with quote

Well now that's a little unfair! You definitely took the time to give your taller girl a tan.

Is it that important to have the eyes be two pixels tall? It seems to be done that way a lot, but sometimes I think it looks a little weird. If you do end up being stuck with single walkabouts, that might give you room to shade a bit of neck maybe, I don't know.

PS: I'm goofing around mostly, I agree that having the second walkabout could vastly improve the graphical presentation of a game like yours
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Tue Oct 27, 2009 9:56 pm    Post subject: Reply with quote

I'm not sure if "site suggestions" is the best place to put this, but eh.

In a way, i can see how this feature could be helpful, very helpful, but then again you shouldnt use 20x20 sprites as a limiting factor. I'm sure if you really work on it and think about it, you can nail it head on, I mean, look at how fantastic the rest of your game looks!

Guess it just comes down to how easy it would be for james to imply this.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Oct 27, 2009 10:14 pm    Post subject: Reply with quote

This should be doable with a slice script that are placed on an X/Y offset based on NPC/hero position (assuming the walkabouts are invisible), and set a frame based on walkabout frame.

And layers shouldn't affect this either because I found that setting the slice parent to lookup slice(sl:map layer1) will still allow Layer 2 tiles to overlay slices.

I can probably try and work on making something like this people can use.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Oct 28, 2009 1:46 am    Post subject: Reply with quote

I can't seem to figure out how to upload a new game, so you guys will have to settle for a Slime Salad link: http://www.slimesalad.com/forum/viewgame.php?t=3182
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Oct 28, 2009 8:33 am    Post subject: Reply with quote

There are ways to plotscript this... but all of them seem like a heck of a lot of work.

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.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Oct 28, 2009 11:59 am    Post subject: Reply with quote

Quote:
There are ways to plotscript this... but all of them seem like a heck of a lot of work.
It only took me a couple of hours to make the script in the above post and was surprisingly few on bugs, and is fully intended for people to add to their own scripts. The hardest part would be making sure the NPC editor has the right walkabout picture and palette selected, and in making sure that a while loop (which should really be a script that is called "wait for large npc") is used instead of wait for npc.

EDIT: Added wait for large npc and wait for large hero
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Wed Oct 28, 2009 12:33 pm    Post subject: Reply with quote

tried this out and its very, very good, but has issues when the camera is scrolling. i had made my own script that did the same thing but it was much more hack-y and did not work cleanly with NPCs, but it also had this scrolling problem.

given that, i think it must just have something to do with when the OHR handles scrolling code vs. when it handles the slice code? Probably could be worked around with a sort of offset depending on which way the camera is going, but i'm not sure i know an easy way to figure out when exactly the camera is moving and which way. (short of doing the camera manually, which wouldn't be too hard but seems like a very hacked up solution)

even so, it would be PERFECT with zelda style dungeon scrolling, and only *not quite* perfect with normal OHR scrolling.

Considering starting work on The Aftermath again, since now I feel I can get the graphic style I wanted so badly now, and I have faith that the offset problem will be fixed somehow *fairly* shortly. Thank you very much.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Oct 28, 2009 12:36 pm    Post subject: Reply with quote

I will address this, though try using the latest nightly. The slices are using lookup slice(sl:Map Layer1) as the parent so you'll want a version that has that feature.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Wed Oct 28, 2009 12:55 pm    Post subject: Reply with quote

James is sounding like he'll implement this for real very soon.

The problem with NP's approach (I assume) is that it's using slices, and the slices will hover over menus and overhead tiles and anything else. If James is actually going to do this anytime soon, then you're probably better off waiting for that.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Oct 28, 2009 12:58 pm    Post subject: Reply with quote

Yeah, your script is cool.

Still, wouldn't this be nice as a built-in feature? Then you wouldn't have to worry about having an always running script in the background (although have you tried using a 1-tick timer script instead? That might be cleaner)

Also, why is this thread in "Site Suggestions"? No wonder I couldn't find it when I was looking for it earlier :) Can somebody move it?

Moogle1 wrote:
James is sounding like he'll implement this for real very soon.

The problem with NP's approach (I assume) is that it's using slices, and the slices will hover over menus and overhead tiles and anything else. If James is actually going to do this anytime soon, then you're probably better off waiting for that.


Actually, if you change the slices parent to map layer 1, it will do the right thing.

Also, although I think adding this feature will be easy, and can't guarantee it will be low-impact enough to go in before Ypsiliform. Also, none of the other devs have weighed in on it yet.

Also, I like typing "also".
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Oct 28, 2009 1:00 pm    Post subject: Reply with quote

Quote:
The problem with NP's approach (I assume) is that it's using slices, and the slices will hover over menus and overhead tiles and anything else.
set parent (large npc parent, lookup slice(sl:Map Layer1))




Quote:
Still, wouldn't this be nice as a built-in feature? Then you wouldn't have to worry about having an always running script in the background (although have you tried using a 1-tick timer script instead? That might be cleaner)
I figured it would be best to help others right away and give a new feature myself, rather than ask TMC or you to do it. You guys have already given the OHRRPGCE your all, and I figure that slices are capable of this, I could write a quick script to tide everyone over.

Quote:
(although have you tried using a 1-tick timer script instead? That might be cleaner)
I'll definitely do that.
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