Author Topic: OmniRPG - Sprites  (Read 39821 times)

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Offline Xeda112358

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Re: OmniRPG - Sprites
« Reply #120 on: September 13, 2013, 12:26:31 pm »
I also think the grass moves too quickly, i'd cut the speed at least in half. Btw, are do the animations continue when the player is moving (unaligned)?
Animation is kept mostly smooth during walking, but as the screen is shifting, animation is kind of halted. It is still managed, so the frames stay on the correct time, but the tilemap is only redrawn once the scrolling has stopped (I use flags to indicate that the tilemap was supposed to be updated mid-scroll). As well, any newly scrolled in tiles that appear under the player are updated with the new data, so there may occasionally be a discrepancy in the correct frame used. It is difficult to notice for me unless I turn the emulator down to a really slow speed, but it shouldn't cause any problems.

Also, thanks for the input about the animation speed. The delay is currently half of the maximum, so I might need to include an extra counter.

Offline Eiyeron

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Re: OmniRPG - Sprites
« Reply #121 on: September 13, 2013, 01:38:22 pm »
YOu'll get many windows sprites because they are padded. That break the grid and offer nice positions!

EIDT: Got Pixelscape sprites. That definitly need a tileset dump to image function...
« Last Edit: September 13, 2013, 01:43:17 pm by Eiyeron »

Offline DJ Omnimaga

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Re: OmniRPG - Sprites
« Reply #122 on: September 14, 2013, 01:46:33 am »
Good job so far :)
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Offline Sorunome

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Re: OmniRPG - Sprites
« Reply #123 on: September 14, 2013, 02:48:19 am »
yay, more house sprites :D

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Offline chickendude

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Re: OmniRPG - Sprites
« Reply #124 on: September 14, 2013, 07:16:28 am »
Updating animations while scrolling is probably more trouble than it's worth anyway. It looks nice, though :) My favorite part of a new project is writing a new tilemap routine ;)