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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Aug 24, 2004 4:47 am Post subject: You know what I'd love? |
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Sort of a reverse graphics extractor that would allow you to insert a whole set of walkabouts at once. Or, if the import feature worked more like the maptiles "Cut Tiles" feature, that'd almost be better. _________________
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Tue Aug 24, 2004 5:18 am Post subject: |
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I would kill for this. _________________ But enough talk, have at you! |
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rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
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Posted: Tue Aug 24, 2004 10:53 am Post subject: |
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Thats one of the best ideas here for a while, besides the 48hour thingy... Which, im sure was also generated by moogle... Man, what an idea legend.
Moogle = Idea legend _________________
2nd Edition out now! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Aug 24, 2004 4:48 pm Post subject: |
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What? Since when did Moogle invent the 48 hour games? I'm pretty sure DJFenix started them.
You should suggest it to Ysoft, he would probably be pretty willing to add to it. In fact, I might have written such a program, but thought Ysoft, Neo, and Solsund would beat me to it. Never came though. _________________ "It is so great it is insanely great." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Tue Aug 24, 2004 5:32 pm Post subject: |
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I think SDHawk was working on something like this... |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Aug 24, 2004 6:05 pm Post subject: |
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I think he was talking about my scheduling idea. I certainly didn't come up with the 48hr idea in general. _________________
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Pal88
Joined: 23 Aug 2004 Posts: 70
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Posted: Wed Aug 25, 2004 7:05 am Post subject: |
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I would love this aswell...Do it please _________________ A game to me is life |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Thu Aug 26, 2004 10:06 am Post subject: |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Thu Aug 26, 2004 10:09 am Post subject: |
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...true. _________________
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Thu Aug 26, 2004 4:44 pm Post subject: |
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It would save a ton of time, but... I don't know the faintest idea of how exactly you could get it to work. Because when you go to import graphics as such as walkabouts, you upload in a single walkabout frame. So... you'd be uploading all the sprites into one walkabout frame, making it... not work as intended... Any other concepts  _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Aug 26, 2004 6:10 pm Post subject: |
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That's the point of the util, Red.
It's so there wouldn't be conflicts. See, it wouldn't import from CUSTOM, it would import into the game file directly. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Thu Aug 26, 2004 7:24 pm Post subject: |
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that would be a good idea, but I think solsund can come up with that, I only do the extraction, import is easy too, but first I would have to come up with the lumping program, if I do that, the rest would be piece of cake. actually I might look into it anyway, have to load up vb6 again. if solsund doesn't do the program, than I will. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Thu Aug 26, 2004 7:31 pm Post subject: |
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You, sir, are a godsend. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Aug 26, 2004 8:45 pm Post subject: |
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I haven't seen Solsund around for a while ...
I haven't attempted a lumping program either, but luckly the order of lumps does not matter, just having particular lumps at the beginning is faster to load.
Theres a faster, easier way though. Don't unlump the files in the first place, so you don't need to relump. Insert data straight into the files, stretching them as needed. Really, its easy. All you need is an array of pointers to the beginning of each lump.
Be sure to allow importing the graphics into any slot, rather than just appending. Infact, you NEED to, because a blank RPG file actually contains alot of unused, invisible graphics - that's why a new file is about 300kb. _________________ "It is so great it is insanely great." |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Fri Aug 27, 2004 7:59 pm Post subject: |
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here is my idea.
just keep track of the files you unlump in a temp txt file, do the modification to the needed files, and then, just relump the file, based on that data, simple, heh?
I will come work on a demo program, to see how it works, and then let you people play around with it, its probably not going to be a feature in the ohrGFX, but rather a whole new program.
well, I will see what I can do.
I would have to modify the exporter to export strips in 4 bit color, since it exports them in 24-bit. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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