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Harbinger Opini
Joined: 19 Dec 2003 Posts: 14 Location: Jax
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Posted: Fri Dec 19, 2003 7:43 am Post subject: A Growing Hero sprite |
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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
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Posted: Fri Dec 19, 2003 9:17 am Post subject: Indeed! |
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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 _________________ War doesn't determine who's right...
It determines who's left. |
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Guest
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Posted: Fri Dec 19, 2003 10:09 am Post subject: |
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Rock on man, thank you much. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Dec 19, 2003 2:19 pm Post subject: |
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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  _________________ "It is so great it is insanely great." |
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Harbinger Opini
Joined: 19 Dec 2003 Posts: 14 Location: Jax
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Posted: Mon Dec 29, 2003 7:46 am Post subject: |
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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)
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Posted: Tue Dec 30, 2003 6:48 am Post subject: |
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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. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Harbinger Opini
Joined: 19 Dec 2003 Posts: 14 Location: Jax
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Posted: Tue Dec 30, 2003 4:48 pm Post subject: |
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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
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Posted: Fri Jan 02, 2004 1:55 am Post subject: |
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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) _________________ "It is so great it is insanely great." |
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