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Weaponry
Posted On: Jun 8, 2014 2:24:51 GMT
Post by mvp on Jun 8, 2014 2:24:51 GMT
iamallama Lighterthief you think in the future it might be possible for users to create their own attack animations to correspond with their weapons?
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Weaponry
Posted On: Jun 8, 2014 2:44:27 GMT
via mobile
Post by Crab on Jun 8, 2014 2:44:27 GMT
iamallama Lighterthief you think in the future it might be possible for users to create their own attack animations to correspond with their weapons? If in the future your were allowed to it'd be very difficult. Users or staff creating armour, outfits, accessories will need to add as many more slides in the spritesheet that it'd seem hectic and too much. For every weapon the article of clothing with need to correspond with the animation.
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Weaponry
Posted On: Jun 8, 2014 4:13:22 GMT
Post by ApathyBear on Jun 8, 2014 4:13:22 GMT
I guess that means I'll never get to badassedly wield a mini-gun, then
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Weaponry
Posted On: Jun 8, 2014 4:15:19 GMT
Post by mvp on Jun 8, 2014 4:15:19 GMT
iamallama Lighterthief you think in the future it might be possible for users to create their own attack animations to correspond with their weapons? If in the future your were allowed to it'd be very difficult. Users or staff creating armour, outfits, accessories will need to add as many more slides in the spritesheet that it'd seem hectic and too much. For every weapon the article of clothing with need to correspond with the animation. I can assure you it's not hard to change animations. Chances are they will be incorporating a cache with the download of this game. In that will be client-sided files including animations and items (among other things). if you wanted, as long as its compatible, you could change every item to a different colored box if you so desired. It might even be possible to add different file formats. I believe lighterthief is planning to do something dealing with clothing items. He posted this in the week 20 update. I don't know what he's thinking but he would have draw the pixels on these animations for every wearable item otherwise he would have to have the people who submit their work to include a frame with the attack animation. If he planned to redo every possible item combination then the files stored on your computer would probably surpass the amount of hard drive space a user has. For example, if you were to draw every combination of items and there were 100 items in game along with 10 displayable slots, there are 17,310,309,456,440 possible combinations that would require drawn frames. Assume each drawn sprite sheet is 100kb large. 1 gb = 1048576 kb. Hope you have 1,650,839,753GB on your computer. I would not be surprised if an algorithm drew the pixels on your character for these animations. This way a temporary sprite sheet could be created and saved on your computer depending on the items you are wearing. Another solution and probably the one LighterThief is going with would be to have every person incorporate their item on a base sprite such as the one he posted above. draw your own item on there and we'll calculate how it all looks when combined with everybody else's items. One problem I could foresee with this method is if somebody messed with the sprite and instead made the arm longer or deleted a pixel on the head by mistake. What would happen? Also, through this method, you could, in theory, create your own attack animations. Now, It would surely be a trillion times less than 1,650,839,753GB but would still be more than a simple algorithm to draw the pixels itself. However, the algorithm might be slower than taking up space on your hard drive. To illustrate the problem I am pointing at, here is an example of a base and a combination. Here's our base sprite (in text form!): A-A-A-A-A-A-A-A-A-A Now lets say people submit their works and have edited our base. Here's what we got back A-A-A-A-A-A-A-A- 4-A A-A-A-A-A- 1-A-A-A-A A-A- 6- 8-A-A-A-A-A-A A-A-A-A-A-A-A-A-A- 9A- 2-A-A-A-A-A-A-A-A And here's our abnormal submission that we did not catch the flaw in.. 3-A-A-A-A-A-A-A-A-A -7Put it together.. A- 2- 6- 8-A- 1-A-A- 4- 9-7You throw all the sprites together with the appropriate layering and assigning priorities to create one awesome sprite but you miss the fact that somebody changed the attack animation to red in one of the sprites. Maybe it is the weapon animation which holds priority over that section of pixels too. Well this is all mind baffling despite the fact I wrote it and most of this is probably wrong. Lighterthief probably has a simple solution. Well I had a fun time writing it at least That's enough thinking for tonight..
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Post by Lighterthief on Jun 8, 2014 4:55:47 GMT
The base sprite will include the attack animations. Players will not be able to create any new attack animations with the body of the base sprite. They can however create the attack itself (e.g. sword + swung). I might also include different variations of the swung for different sizes of weapons, if that would ensure the style to be consistent. Then you just pick a swung and build your weapon around it (in case of swords and the like).
As said before there will be most likely three basic attack animation that serve all the different kinds of attack animations. That would mean you'd need to make these animations for any piece of outfit you create.
I'm not that far in development of the attack animations. Once we have them we can see if these three different attack animations are enough in the sense that they would fit a lot of different weapons.
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Weaponry
Posted On: Jun 8, 2014 6:49:37 GMT
Post by iamallama on Jun 8, 2014 6:49:37 GMT
If you had 100 items with 10 visible slots that would only still be 100 images (unless you talking having 100 items for each slot). At 100k per image (which is large, it will likely be closer to 20-30k for a large image after compression) you are talking 10 megs. You don't need to have all possible combinations either. You wouldn't need a combination of facing right in the body with facing left in the shirt. Each layer has a 1 to 1 relation to another single frame on all other layers. And if each spritesheet had 30 frames (just an estimate) there is still a large amount of sprites that need to be drawn, but as LT has said elsewhere, many of the frames are mirrored.
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Weaponry
Posted On: Jun 8, 2014 7:35:29 GMT
Post by minche on Jun 8, 2014 7:35:29 GMT
Yeah i don't get where did you get that huge number from haha It might me number of combinations but it's still a very small number of files that are stored you don't need to store every combination of items in game in separate files.... Also i see it often with your answers, you somehow take a turn and start answering or explaining a completely separate issue. And since you try to be very technical it can be very confusing. I was confused by that post i must say.
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Alteria
Rock Crab
Posts: 64
FO Level Status: Ascended
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Weaponry
Posted On: Jun 8, 2014 13:43:17 GMT
Post by Alteria on Jun 8, 2014 13:43:17 GMT
They can however create the attack itself Getsuga...tenshouuuu!!!!
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empeoror
Soft-Shelled Crab
Looking for a good game to play
Posts: 18
FO Level Status: AFK
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Weaponry
Posted On: Jun 8, 2014 16:09:11 GMT
Post by empeoror on Jun 8, 2014 16:09:11 GMT
No no no its Getsuga Jjuujishou!
Get it right!
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Alteria
Rock Crab
Posts: 64
FO Level Status: Ascended
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Post by Alteria on Jun 8, 2014 17:46:10 GMT
No no no its Getsuga Jjuujishou!
Get it right!
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