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Making Sprites 32/64
#26
kakashi Wrote:ok now i can impliment it and try to find a paperdoll tutorial for it
*first some thing to eat then i will impliment it i'm thinking pizza LOL*

Implement.
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#27
took me a while till i got around to it but there isn't any problems with it so i'm happy now to find a paper doll tut and make a new items sheet to accomadate it
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#28
Ok so I am using Elysium. Currently it's using the old-style NPC's. I would like to use RMXP NPC's in it. Right now I am not picky, I only want two NPC's. Ones I made. I was wondering if someone could explain this a little further and for use of Elysium source. I'm not understanding much of this because I am brand new to all of it. Some of what I don't understand is...are the things being listed files or what? And when you open them you edit, ect? So...if this is client-side information, does anyone have the server-side information that needs to be edited as well? Thanks for your time and support.

- Inception.
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#29
Inception Wrote:Ok so I am using Elysium. Currently it's using the old-style NPC's. I would like to use RMXP NPC's in it. Right now I am not picky, I only want two NPC's. Ones I made. I was wondering if someone could explain this a little further and for use of Elysium source. I'm not understanding much of this because I am brand new to all of it. Some of what I don't understand is...are the things being listed files or what? And when you open them you edit, ect? So...if this is client-side information, does anyone have the server-side information that needs to be edited as well? Thanks for your time and support.

- Inception.

If you want help with Elysium, go to Elysium. We don't support it here. If you wanna switch to Mirage, we'd be happy to help you.
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#30
Is it an engine that needs a lot of scripting/programming knowledge?

- Inception.
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#31
Sorry for the necro-post, but I have a fix for this tutorial. For anyone who doesn't want to use only odds or evens, you can do this simple fix (took me awhile to come up with it). It makes it so every 32x64 section on the sprites = 1 sprite

Client Side:
Find in modGameLogic...
Code:
Sub SetPlayerSprite(ByVal Index As Long, ByVal Sprite As Long)
And change that function to...
Code:
Sub SetPlayerSprite(ByVal Index As Long, ByVal Sprite As Long)
    Player(Index).Sprite = Sprite * 2
End Sub

And where he told you to do this:
Quote:Oh yea, in both of the subs, add a * 2 after the getplayersprite(index) in the rec.top line, this make it so each block of 2 is thought of as 1 sprite.
Don't do that; which would make your rec.Top in Sub bltPlayer:
Code:
.top = (GetPlayerSprite(Index) * PIC_Y + PIC_Y)
Sub bltPlayerTop
Code:
.top = GetPlayerSprite(Index) * PIC_Y

Again, sorry for the necro-post...
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