On Fri, Oct 30, 2009 at 10:31, James Paige <[email protected]> wrote:
> On Fri, Oct 30, 2009 at 08:20:11AM -0500, Kizul Emeraldfire wrote: > > On Wed, Oct 28, 2009 at 11:59, James Paige <[email protected]> > > wrote: > > > > 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 > > > > <insert request for sprites of a user-defined size like 20 *40 or 40 > *20> > > > > *hope, hope* :D > > That is something we want to allow in the future, but this plan seemed > quick and easy, whereas user-defined sizes is harder, and will take more > time to get right. > > --- > James > Ahh, I see. Hrm. Well, I WAS going to ask if it be too hard to implement 20x30 as an additional (non-user-defined) size (like old NES/SNES games with big sprites, it'd be one-and-a-half tiles tall instead of just one, or two full ones — I think Dragon Quest VI (for the Super Famicom), among other games, uses sprites of similar ratios for the main heroes and NPCs), but then I got to thinking about it and, since they'd be one-and-a-half tiles tall, moving in one-tile steps would be a tad strange; they probably wouldn't mesh up with the walls right in areas. So, instead: when you guys DO get around to implementing arbitrary, user-defined sprite-sizes, any chance of an arbitrary, user-defined 'step' (defined in pixels; defaulted to '20') as well? :)
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