After Lucier posted this mockup: http://i658.photobucket.com/albums/uu304/rlb1626/genesis0055.png
I wrote this plan: http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_bigger_walkabouts And when I thought about it, it sounds super-easy. Like I am talking less than a weekends' worth of work with no obvious technical hurdles. I thought I would reproduce the plan here for quick discussion: ---- Right now, walkabout sprites are limited to 20x20. What if we simply added a new sprite type? .PT9 big walkabouts 32 x 40 x 12 640 x 12 = 7680 The size would be the same as hero graphics (for the benefit of people who want to synch battle/walkabout graphics FF6-style). There would be 3 frames in each direction. Or alternatively we might go with .PT9 big walkabouts 40 x 40 x 12 800 x 12 = 9600 Which could still be used the same way, but would allow for squarish "boss" npcs with only minor pixel wasteage. In the NPC editor, and the hero editor we would add an additional data element for walkabout sprite size 0=small, 1=large. (this would work just like the sprite size setting for enemies) Big NPCs would be drawn on the map with their bottom center in the same place as the bottom-center of small NPCs. There would be no special passability considerations for big walkabout sprites, they would still use 20x20 passability squares. (any change to that behavior would belong in Plan for non-tile-based walking) Ideally we want some future version to allow total flexability in sprite sizes, but this plan would be super-easy to implement, and would only add a very small additional backcompat burden (no worse than what already exists for enemy graphics) --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
