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A Growing Hero sprite

 
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Harbinger
Opini




Joined: 19 Dec 2003
Posts: 14
Location: Jax

PostPosted: Fri Dec 19, 2003 7:43 am    Post subject: A Growing Hero sprite Reply with quote

So here I am, planning this game where the main character is going to have to grow and change as you progress. "No problem," you say, "just use plotscripting to change the hero graphics!!1!"

Right, well, here's the thing. One of the most annoying limitations with the OHR in my mind is the 20 pixel walkabout graphics. It's just really, really small.

I can start with a tiny little blob scooting indiscernibly across the 320 pixel wide screen... but then you'll grow. All of a sudden you'll have all 20 voluminous pixels all used up... and then what?

I figure I can use NPC graphics to follow the hero graphics. My question is this: can I plotscript an npc to follow a hero EXACTLY? Meaning, will the NPC appear to be part of the hero?

If it is possible, has it been done? Further, has it been done and released publicly so I don't have to write the code myself?
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Retrogamer
Trailblazer




Joined: 17 Mar 2003
Posts: 30
Location: Canada

PostPosted: Fri Dec 19, 2003 9:17 am    Post subject: Indeed! Reply with quote

It's very possible... check out games like Metamorphasis (sp?), Trailblazers and Hounds of Guessen.

There may be more examples, but I can't think of any others at the moment...

-Retro
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PostPosted: Fri Dec 19, 2003 10:09 am    Post subject: Reply with quote

Rock on man, thank you much.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Dec 19, 2003 2:19 pm    Post subject: Reply with quote

The put npc command make it posslibe to exactly match it in all circumstances. Just watch out for over head tiles, and the top of the map Raspberry!
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Harbinger
Opini




Joined: 19 Dec 2003
Posts: 14
Location: Jax

PostPosted: Mon Dec 29, 2003 7:46 am    Post subject: Reply with quote

I've reviewed the code that was available, and, correct me if I'm wrong, but that code precludes the use of the menu! That just won't work for me -- if it hasn't been done (bigger walkabouts with the menu enabled) I'll look into doing it myself, but I wanted to double check, just in case it had indeed been done.

By the way, a message to Moogle -- Comments are your friend. Your very best friend.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Dec 30, 2003 6:48 am    Post subject: Reply with quote

it might be possible for the menu to be enabled...
but if you reviewed the script, you'll know that the script needs to check when the player presses whichever button, making it very hard to implement such a feat.
i said "very hard" because i think there is a way in doing so, but have yet tested my hypothesis on how this'll work.
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Harbinger
Opini




Joined: 19 Dec 2003
Posts: 14
Location: Jax

PostPosted: Tue Dec 30, 2003 4:48 pm    Post subject: Reply with quote

Perhaps James could implement a showMenu() function so that a certain key press could show the menu. That would work wonders...
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Jan 02, 2004 1:55 am    Post subject: Reply with quote

No, the only reason suspend player is there is so that the player can't move the hero. But you can get around this but sticking the hero offscreen somewhere where he can't be seen, and instead using scripts to move an npc around according to what keys are pressed.

But I still want that show menu command... (if it can't be pulled off by calling shops)
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