I was able to make a simple jump script tonight which checks if multiple characters are in the party and then jumps them over a gap one by one. I only showed it with two characters for now but it works with more.
Here's a demonstration:
http://www.youtube.com/watch?v=aWYkfngID6s&list=PL5FafLrq9rotB0E1nGNIUkehH6wejO_Rr
I might edit the script so the characters don't all pile up on the other side of the gap like that...
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⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Cool. I think it would look more realistic if each character took a short run (even just half a tile, which you can probably fit in without having to move them back from the edge first) before jumping. You could also switch to the stepping frame in the walkabout set where the character has their legs apart.
TMC wrote:
Cool. I think it would look more realistic if each character took a short run (even just half a tile, which you can probably fit in without having to move them back from the edge first) before jumping. You could also switch to the stepping frame in the walkabout set where the character has their legs apart.
Thanks. That'll be my project for this morning.
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Bob the Hamster wrote:
That looks awesome!
I love how all these things add together to give a sense of depth and space.
I love how all these things add together to give a sense of depth and space.
Thanks. I haven't seen many other games with elevation changes (like ramps and stuff). I think it a pretty easy and cool addition to any game and I suggest doing this to everyone. It's a very simple code to pull off, I just change each of the hero's z (height) as they step on a certain zone. For example, zone 10 changes your elevation to +1 pixels, zone 11 changes your elevation to +2 pixels, etc... Then just set the script as an each step script for the map.
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⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Oh, that would make a great built in feature. If you could set the map height in the zone data editor, then it could automatically smoothly move heroes and npcs up and down between the height levels as they move between different tiles, making ramps easy. Unfortunately there are complications:
- What to do if different zones on the same tile have different heights?
- Wouldn't this be better handled with a special data overlay for map height rather than stored in zones?
- What about airships? I guess it could either add the vehicle hover height to the tile height, or use the maximum of the two.
- What to do if different zones on the same tile have different heights?
- Wouldn't this be better handled with a special data overlay for map height rather than stored in zones?
- What about airships? I guess it could either add the vehicle hover height to the tile height, or use the maximum of the two.
TMC wrote:
Oh, that would make a great built in feature. If you could set the map height in the zone data editor, then it could automatically smoothly move heroes and npcs up and down between the height levels as they move between different tiles, making ramps easy. Unfortunately there are complications:
- What to do if different zones on the same tile have different heights?
- Wouldn't this be better handled with a special data overlay for map height rather than stored in zones?
- What about airships? I guess it could either add the vehicle hover height to the tile height, or use the maximum of the two.
- What to do if different zones on the same tile have different heights?
- Wouldn't this be better handled with a special data overlay for map height rather than stored in zones?
- What about airships? I guess it could either add the vehicle hover height to the tile height, or use the maximum of the two.
I would love to see this in the future.
What do you mean by "special data overlay"? This sounds like something that I probably want to know how to do. Especially if I end up running in to the issues you have mentioned, as I had not really considered vehicles yet.
EDIT: Also if this was implemented in a future CUSTOM release, perhaps it would be simplest to have a "Elevation" menu. That way it would be obvious to newcomers. I also think it would be necessary to implement some sort of thing in the editor which offsets the maptile by a certain elevation as well. This would save me from having to draw a bunch of offset tiles in my tilemaps which can take up a lot of space...
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Sheesh, why didn't I think to move one pixel up or down on ramps every third or fourth pixel step left or right (by reading pixel x)? I'd wasted so much time trying to move by pixel in all directions on ramps (through scripting), thus wrecking the caterpillar parties. Your video makes it seem easy. Will have to try this when I work on my game again.
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By data overlay, I mean a separate map editing mode where you define the elevations, as you said. I was thinking about moving the tiles up or down by the elevation too. I guess that would be doable if each map layer had a setting for whether they should be affected by the elevation. This is all far more work to implement though...
TMC wrote:
By data overlay, I mean a separate map editing mode where you define the elevations, as you said. I was thinking about moving the tiles up or down by the elevation too. I guess that would be doable if each map layer had a setting for whether they should be affected by the elevation. This is all far more work to implement though...
Well hopefully it becomes a editor feature someday. I'll manage just fine for now but at a slower pace naturally.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Worked on polishing up some new meh scenes over the weekend. Here's a few highlights.
The first "repeatable" story scene. If you DO happen to come across that wallet, you might get a reward!
Too bad there's no overtime
Ah, the classic studio apartment. It's sort of like a one-room mansion, except its made out of substandard drywall.
You know it's a Fenrir-game when there's a reference to that TV with the hitler/railgun joke, right?
To friends long gone, and those I've yet to meet - thank you.
The first "repeatable" story scene. If you DO happen to come across that wallet, you might get a reward!
Too bad there's no overtime
Ah, the classic studio apartment. It's sort of like a one-room mansion, except its made out of substandard drywall.
You know it's a Fenrir-game when there's a reference to that TV with the hitler/railgun joke, right?
To friends long gone, and those I've yet to meet - thank you.
Diretooth wrote:
Your graphics are amazing, Fenrir.
They sure are! Could you tell me Fenrir, are your character portrait pictures which are appearing on screen during speech slices which are replacing the regular sized portrait pictures. Or have you done this some other way?
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Gizmog wrote:
I think he's using backdrops, which support transparency now.
What! I didn't know backgrounds could support transparency... This opens up a whole new world for me. Off hand do you know if multiple backgrounds can appear on screen at once, thus having backgrounds over top of backgrounds over top of backgrounds? Because that would really make for some interesting effects. Also this could be excellent for a HUD.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases



