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Author Topic: TinyCraft [Axe] -  (Read 11930 times) Bookmark and Share
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kindermoumoute
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« Reply #180 on: 08 January, 2012, 23:16:29 »
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I don't think you understand me. There is 5 materials : wood, rock, iron, gold and gem. Here you changed gem, and that's pretty nice, now we have Wood (black), iron (dark gray), gold (your pretty new dark gray & light gray), gem (light gray). Now can you make another to rock ? Grin

I'm going to sleep, does anyone is motivated to convert sprites during my night ?
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« Reply #181 on: 08 January, 2012, 23:17:45 »
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kindermoumoute, there are only 4 colors. Saintrunner's doing the best he can. >>

We can map two weapons to one color, the text should differentiate anyways.
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« Reply #182 on: 08 January, 2012, 23:18:43 »
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....Ok..but I only have so many combinations Tongue I'll try one sec
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« Reply #183 on: 08 January, 2012, 23:27:00 »
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double post again

ok switch the use these as the gem ones... better?

you'll see the difference on the calc...I used black and gray

edit: here is them bigger


* gemweapons.bmp (3.43 KB, 48x24 - viewed 224 times.)

* bigpic.bmp (83.99 KB, 181x158 - viewed 208 times.)
« Last Edit: 08 January, 2012, 23:29:15 by saintrunner » Logged

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« Reply #184 on: 09 January, 2012, 08:52:05 »
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Nice job !
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« Reply #185 on: 09 January, 2012, 09:00:02 »
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Alright guys, if we're using 8x8 tiles saintrunner's going to have to convert the current ones to 8x8 and make the player sprite 6x8. Challenging, I know but give it a try! Cheesy

Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?

Great work, guys. Cheesy
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« Reply #186 on: 09 January, 2012, 09:39:30 »
+3

I might also have a go at some sprites if that's okay...I noticed on the previous sheets that there is no sprite for standing still facing forward or backward...should there be one?


Edit: I've attached a quickie sprite sheet for the 8x6 characters... Could very likely be improved. I made the all-dark-gray character have a light gray face instead, because it looked odd with dark gray for both the face and clothing...

Edit 2: Fixed an error in the first sheet. Also attached a version with the arms as dark gray instead of black. I kind of like that one better.

Edit 3: Aaaand one more change, I modified the all black one a bit to make it more distinct. I think it looks much better like that.


* TinyCraft characters 8x6.bmp (102.38 KB, 235x148 - viewed 182 times.)

* TinyCraft characters 8x6 gray arms.bmp (102.38 KB, 235x148 - viewed 184 times.)

* TinyCraft characters 8x6 gray arms 2.bmp (102.38 KB, 235x148 - viewed 184 times.)
« Last Edit: 09 January, 2012, 10:27:37 by ZippyDee » Logged

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« Reply #187 on: 09 January, 2012, 18:31:47 »
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Those look pretty good for small sprites. Nicely done! Smiley
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« Reply #188 on: 09 January, 2012, 19:41:06 »
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Wow, nice !

Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?
What you want add in crafting menu ? Huh?
(If you speak about items sprites, they're already nicely compressed in 8*8 pixels.)

As I think about, did you really need to add chests ? It will be a gulf of memory...
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Tutoriel français sur l'Axe Parser
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« Reply #189 on: 09 January, 2012, 23:51:34 »
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Ehh...there's an issue with the first sprite sheet. Small issue. 2nd to last sprite on the 2nd to last row, his pants come up to his bellybutton. Pull 'dem pants down one pixel. I fixed it in the first and third ones, but forgot to fix it in the first.

Edit: er...it's only in the 2x2 version on that sheet. I just drew over the pixels instead of fixing the 1x1 and then copying and scaling, because I'm weird.
« Last Edit: 09 January, 2012, 23:55:33 by ZippyDee » Logged

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« Reply #190 on: 10 January, 2012, 01:27:41 »
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I look back on all about data organisation of item there will be in appvar "save" :

1
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In first tilemap (eg. 2048 bytes) modifiable with map gen
Pointer : getCalc("appvSAVE",Y1)

After that comes naturally tiles (eg. 256 bytes)
Pointer : Y1+2048=>T
(Like tile)

Then comes mob's sprites (eg. 256 bytes)
Pointer : T+256=>M
(Like Mobs)

Now come my part, with sprites of items, exactly 848 bytes longer
Pointer T+256=>S
(Like sprites)

Then items data 106 bytes (the real save start here) , each {I*2+D} are quantity of current item I
Pointer S+848=>D
(Like Data)

Now start the mistake we have others Data : last positions in map, & what you want (lets say X bytes) , and chests contents {32*2+D}*53 bytes !
Pointer D+106=>C
(Like chests)

AND finally the strings (easily modified to change langage regardless of the bytes) :
Pointer {32*2+D}*53+X+C=>E
(Like End !)

NB1 : I recall that I use r1, r2, r3, r4, r5, r6, I, J and L5 as temporary variable, please use them in the same way. Wink
NB2 : To return about chests, I have redesigned it and it could work with memKit axiom, and with a maximum of chests smaller than 255 x).
NB3 : I can't create and test appvar until all items sprites are finished. w00t

Tell me what you think about that. Grin
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Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
leafy
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« Reply #191 on: 10 January, 2012, 02:01:42 »
+2

Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^



It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet Tongue)
« Last Edit: 10 January, 2012, 02:03:00 by leafiness0 » Logged

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« Reply #192 on: 10 January, 2012, 02:12:04 »
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HOT DIGGITY. I like it.
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« Reply #193 on: 10 January, 2012, 02:49:56 »
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Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^



It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet Tongue)
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« Reply #194 on: 10 January, 2012, 02:55:46 »
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Well it looks like you guys don't need my sprites or spriting anymore...so good luck guys! peace out
Smiley

*saint wonders why they keep changing and resizing his sprites. oh well...can't be perfect I guess
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