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

Reply via email to