#11286 - RaBBi - Wed Oct 01, 2003 12:36 pm
Hi all,
I like study some commercial roms when I see an effect that I didn't encount before or never imagine to do ^^
And in a RPG rom, I saw big monsters (bigger than 64x64) composed by multiparts sprites.
So I'd like some guiding lines on how I must organize my monster image in a array.
1D or 2D?
Is there a tool that can allow me to specify size of parts when cutting and generating .C?
The problem is not much for one frame monster, but for an animated one.
Should I use one big source image with all frames of my monster, disposed in 1D way? or somthing else?
thank you ^^
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Sorry for my poor english, but it would be worst for you to understand me if I speak in my native language, French ^^
#11288 - tepples - Wed Oct 01, 2003 2:45 pm
RaBBi wrote: |
I like study some commercial roms when I see an effect that I didn't encount before or never imagine to do ^^
And in a RPG rom, I saw big monsters (bigger than 64x64) composed by multiparts sprites. |
I'm guessing you never played any NES games. Because the NES's biggest sprites were 8x16 pixels, just about everything was made of multiple sprites.
If you want to do multiple sprites, please take a look at a tool called Objective.
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#11295 - RaBBi - Wed Oct 01, 2003 5:46 pm
Hmm, you don't know me tepples ^^
I played rpg since they exist on console, so I had my NES period long ago ^^
And at this time, I didn't study games like I do since I want to create one :P
yep, I know Objective (I have it too)
But I wanted to have some comments of someone about using it or another soft ^^
The question is still open, but thank you tepples, when I got time and need I look at this.
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Sorry for my poor english, but it would be worst for you to understand me if I speak in my native language, French ^^
#11314 - Sweex - Thu Oct 02, 2003 12:03 pm
Sometimes, when you need a really big enemy (End boss?), not sprites are used but a text layer. That way you can have screen filling monsters!
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#11337 - RaBBi - Thu Oct 02, 2003 9:05 pm
yep Sweex, maybe not, but I found it in Sprites so I'll try to do it by this way ^^
Si, I keep on studying this rom and this way to cut sprites in multi part.
And I found this :
- Sprites in left standing position :
|---------|
| 16X8 |
|---------|
| 16X16 |
|---------|
| 16X8 |
|---------|
- then 1st animation frame to the left :
|---------||---------|
| 16X8 || NULL |
|---------||---------|
| 16X16 || 8X16 |
|---------||---------|
| 16X8 || 8X8 |
|---------||---------|
Look very interesting, doesn't it? ^^
I understand why they using cutted sprites now, I suppose it's because the sprite size/shape isn't always the same, depending of the move.
But I keep on asking how may I have to organize my sprites and which tool could generate an array I can use this way?
Is it that we call "2D" (instead of "1D")?
For now I used to input one sized sprites in a 1D way (a bmp with one sprite width and X*sprite height).
I work on it, but if you have any idea.
Thank you ^^
_________________
Sorry for my poor english, but it would be worst for you to understand me if I speak in my native language, French ^^
#16774 - RaBBi - Tue Feb 24, 2004 9:35 pm
Sorry to re-open an old topic, but it's time for me to deal with multi-parts sprites.
And I wanted to know if anyone can provide me a good help on this tool (Objective), or a good way to manage multiparts-multisize sprites.
Thanks.
_________________
Sorry for my poor english, but it would be worst for you to understand me if I speak in my native language, French ^^