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Metal King Slime
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 PostFri Jul 07, 2017 1:42 pm
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How about a regular spaced grid (e.g. 8x8) with adjustable spacing, and also a separate setting to control whether to align the grid to the top-left of the image or to its centre. Onto the todo list.

Using a chequer or scrolling chequer pattern as the background is another option.
I'm surprised you have that problem though. With just 15 colours in the palette it should almost always possible to find a background colour that's dissimilar enough to all your palette colours.
A Scrambled Egg
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 PostFri Jul 07, 2017 2:21 pm
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Not a necessity but would be nice to have if it wouldn't be difficult: Longer spell and item descriptions. Even just having two lines instead of one would give a lot more freedom.
Super Walrus Land: Mouth Words Edition
Metal King Slime
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 PostFri Jul 07, 2017 4:02 pm
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TMC wrote:
I'm surprised you have that problem though. With just 15 colours in the palette it should almost always possible to find a background colour that's dissimilar enough to all your palette colours.


Perhaps referring to how in the default, out-of-the-box, configuration has it that the transparent color on the palette is black, but there's also another (near)black color elsewhere on the palette? Not sure if that's what was meant, though.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostSat Jul 08, 2017 7:58 am
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So Mogri asked for longer attack captions and you want longer attack descriptions and item descriptions. Those would all be good to increase; could be done at once. The item and spell menus will need a little rearranging to support longer captions, but should look alright if it's just two lines maximum.
Metal Slime
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 PostMon Jul 10, 2017 5:30 am
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How's about using strings in attack captions etc?

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Metal King Slime
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 PostMon Jul 10, 2017 7:32 am
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Already works in attack captions, since Callipygous.
There are probably various places where they don't work yet, in particular I don't think they work in any of the descriptions. It would be helpful if you point out any other places you find.
Liquid Metal Slime
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 PostMon Jul 10, 2017 11:57 am
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 photo AxeCop0000_zpstmr5qbsd.png

What about the ability to let us shift the battle stuff over? I'm not using the HP meters and it's kind of killing the way my fights look by pushing the guy's name all the way to the edge.
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Liquid Metal King Slime
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 PostMon Jul 10, 2017 12:02 pm
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I do plan on converting the battle screen layout to an editable slice collection, so that one is coming (no promise exactly how soon)
A Scrambled Egg
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 PostThu Jul 13, 2017 1:17 am
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kaiju0087.gif
I use Walk In Place on a bunch of NPCs for objects that I want to sparkle to catch the player's attention. When I talk to them, though, they stop moving. Could we get a bitset/movement option where text boxes don't suspend Walk In Place stuff, or is there a simple way to script that?
Super Walrus Land: Mouth Words Edition
Metal King Slime
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 PostThu Jul 13, 2017 11:26 am
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It probably makes sense for that to be the default behaviour, but I can see people wanting it both ways. Could be a new "When activated" option, "Don't turn or stop animating," but maybe you want it also when you do turn to face.
Actually, Walk In Place really isn't a movement type, it's an animation, so I'd rather change that anyway, and think the best option is to split it out to "When standing: idle/walk in place/walk in place if not activated"
(I'm busy, but could try to do that a bit later)

Workarounds include having two NPCs on top of each other, or getting the NPC to run a script which shows the textbox, so that it's not in the activated state.
A Scrambled Egg
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 PostThu Jul 13, 2017 1:35 pm
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TMC wrote:
Actually, Walk In Place really isn't a movement type, it's an animation, so I'd rather change that anyway, and think the best option is to split it out to "When standing: idle/walk in place/walk in place if not activated"
(I'm busy, but could try to do that a bit later)

This sounds excellent!
Super Walrus Land: Mouth Words Edition
Metal Slime
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 PostSat Jul 15, 2017 6:21 pm
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A "replace hero(hero A, hero B) " plot scripting command, where unlike in the swap hero command, hero B gets created and takes hero A's position (maybe optionally hero A's equipment, too) and hero A gets deleted.
Metal King Slime
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 PostMon Jul 17, 2017 12:51 am
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Here you go. It doesn't swap equipment or anything like that. But I wanted to add a "change hero ID"/"transform hero" command to transform one hero into another, which is what people usually want to do when replacing a hero.

Code:
# hero1 and hero2 are hero IDs and should be different.
# Remove hero1 and add hero2, in the slot occupied by hero1.
script, replace hero, hero1, hero2, begin
  variable(slot1, slot2)
  slot1 := find hero(hero1)
  if (slot1 > -1) then (
    slot2 := add hero(hero2)
    delete hero(hero1)
    swap by position(slot1, slot2)
  )
end
Metal Slime
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 PostMon Jul 17, 2017 5:35 am
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Thank you! Smile
Chemical Slime
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 PostMon Jul 17, 2017 8:22 pm
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Could we see animations in the sprite editors by rapidly alternating the position of A/B frames whilst holding down a button?

For example, holding down a key, the sprite sheet cells appear to swap repeatedly, simulating an animation.

It could be used for walkabouts, weapons and hero graphics.
I don't think it would work for attack animations because it is three frames long, it would end up looking like the frames are moving left-to-right across the screen.
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