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.
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
Super Walrus Land: Mouth Words Edition
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
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.
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.
Check out Red Triangle Games!
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
Super Walrus Land: Mouth Words Edition
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.
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.
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)
(I'm busy, but could try to do that a bit later)
This sounds excellent!
Super Walrus Land: Mouth Words Edition
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
# 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
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.
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.




