The OHR open source sprite/tilemap database.

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Spoonweaver
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Post by Spoonweaver »

Posting the walking tall code here for Fenrir, but all general use. It's my understanding that this script is free to use. And it's really easy to implement into a game. NO CODING REQUIRED!
simple import it, set it up as each map's auto run script ( or include it in each map autorun script) and all the walkabout pics will be turned into the hero pic of the same ID

BIG props to James for writing this.

Code: Select all

# Walktall.hss
#
# This example script shows how to make tall #walkabouts in the OHRRPGCE by replacing hero
# and NPC walkabout #slices with battle sprites. This requires An OHRRPGCE Nightly #Wip build
# from at least August 5 2011 (Or if you are reading #this in the future, any stable release
# starting with #"Alectormancy" will be fine.) (If you are reading this in the #even more
# distant future, there might already be a built-in #way #to to tall walkabouts with no scripting)
#
# To make the heroes #and NPCs overlap each other correctly you should set
# #"Walkabout #Layering: Together" in the general map data editor (this is #the
# #default for new maps)



include, plotscr.hsd

plotscript, map autorun, begin
 
 embiggen heroes
  
embiggen NPCs

end



script, embiggen heroes, begin
  
variable(hero, sl)
  
for(hero, 0, 3) do(
    
if(hero by rank(hero) >= 0) then(
  
# hero exists
     
sl := get hero slice(hero)
      
embiggen walkabout slice(sl)
    )
  )

end



script, embiggen NPcs, begin
 
 variable(npc, sl)
  
for(npc, -1, -300, -1) do(
   
 if(get NPC id(npc) >= 0) then(
     
# this NPC exists

sl := get NPC slice(npc)
      
embiggen walkabout slice(sl)
    )
  )

end



script, embiggen walkabout slice, sl, begin
 
 variable(pic sl, pic num)
 
 if(sl) then(
    
pic sl := lookup slice(sl:walkabout sprite component, sl)
 
pic num := get sprite set number(pic sl)
  
replace hero sprite(pic sl, pic num)
  )

end






Find this code along with a tech demo here:
http://www.slimesalad.com/forum/viewgame.php?t=4255

and remember to thank james, not me, if you use it.
Last edited by Spoonweaver on Thu Jun 05, 2014 4:42 am, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

Yes, definitely free to use for anyone :)
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Gizmog
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Post by Gizmog »

Thanks, Spoony!
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Taco Bot
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Post by Taco Bot »

BMR wrote:I've heard some good things about <a href="http://www.getpaint.net/">Paint.NET</a>. I've never used it myself, so I have no idea how good it is for pixel stuff. I have heard that it's pretty much like MS Paint but on steroids. No idea how accurate that is though.
Pretty accurate. It's actually pretty darn good for pixel art, and since you can use multiple layers and flatten them into a .bmp, you can do some pretty cool Scribblenauts-paper-doll-like-stuff with it. I'm personally in love with it.
Sent from my iPhone
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sheamkennedy
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Post by sheamkennedy »

Here's a d12 wireframe animation I made for my game. The animation is full screen size and is 24 frames in length.

I figured others would have some uses for this as well so feel free to use it.
Attachments
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Tween Page_0001s_0011_1.bmp (63.4 KiB) Viewed 2726 times
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⊕ 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
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sheamkennedy
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Post by sheamkennedy »

Here's the rest of the frames for that animation. Simply play the animation in the order the graphics are numbered. The animation should loop seamlessly so feel free to cycle through the 24 frames as many times as you need for the desired effect.
Attachments
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Tween Page_0000s_0003_21.bmp (63.4 KiB) Viewed 2724 times
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Tween Page_0000s_0002_22.bmp (63.4 KiB) Viewed 2724 times
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Tween Page_0000s_0001_23.bmp (63.4 KiB) Viewed 2724 times
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Tween Page_0000s_0000_24.bmp (63.4 KiB) Viewed 2724 times
Last edited by sheamkennedy on Thu Nov 16, 2017 4:24 pm, edited 1 time in total.
⊕ 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
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guo
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Post by guo »

Thanks Sheam, I might just use this !
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sheamkennedy
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Post by sheamkennedy »

guo wrote:Thanks Sheam, I might just use this !
Awesome! I look forward to seeing how you implement it! For my own game I think I'll stick with this transparent frame look but I may change the colour and make the lines thicker so I'm interested to see how others use it.
⊕ 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
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