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Author Topic: Concerning Sprites and greetings  (Read 6915 times)

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Offline Skiffy

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Concerning Sprites and greetings
« on: January 05, 2008, 02:09:29 pm »
Hello everyone,

I just recently bought this game and I've been enjoying it thoroughly.
The modding tools look very promising indeed and I hope to make some of my own levels and gameplay additions in the future.

Now to the heart of the Subject matter concerning sprites and some questions I have on the matter.

Is support for switching images on existing limbs or body parts possible when animating?
For example a character blinking his eyes or changing the limbs to be from behind instead of the front so a character can turn his back to the viewer.

Is it also possible to have image sequences for body parts triggered in animation?

Is it possible to squash and stretch limbs as well in the animations and what about bending them? I saw some nice bending on the Squid boss arms and was curious how this was pulled off.

I do love the current system but from what I have seen so far its mainly rotating and moving  images.
Or I might be mistaken and I'm just missing a button in the animation tool?

Any help in clearing this up will be most appreciated thanks !!

Aquaria ROCKS! :)
« Last Edit: January 05, 2008, 02:20:04 pm by Skiffy »

Offline DragonXVI

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Re: Concerning Sprites and greetings
« Reply #1 on: January 07, 2008, 04:36:48 pm »
Quote
Is support for switching images on existing limbs or body parts possible when animating?
For example a character blinking his eyes or changing the limbs to be from behind instead of the front so a character can turn his back to the viewer.
Head Animation is kind of already in for emoting (happy face, sad face etc) and I think it's done by calling

avatar_setHeadTexture(string name)

However I think you have to call that constantly.  Alec also offers another untested solution for all-purpose-limb changing in the form of:

Create a Node Script and put it somewhere in the level

function init(me)
end

function update(me, dt)
  head = entity_getBoneByName(getNaija(), "Head")
  bone_setTexture(head, "TextureName")
end

Where "Head" is the name of the bone you want to modify and "TextureName" is the graphic to use. Hasn't been tested yet I don't think so feel free to try it out.

Quote
Is it possible to squash and stretch limbs as well in the animations and what about bending them? I saw some nice bending on the Squid boss arms and was curious how this was pulled off.

This I believe is done with "Hair" - A System used for creating a kind of "Trail" using a basic graphic - It's used for things like tentacles, capes, eels etc. 
An Example of this can be found in the Nauplius entity, whos code you'll find in the Mods Folder (If you've downloaded it) / Guert_Mod / Tempo / Nauplius.lua.  YOu'll see something like
- entity_initHair(me, 40, 5, 30, "nauplius-tentacles")
In the Init function.  and
- entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
- entity_updateHair(me, dt)
In the Update function.  There's other functions to do with excerting force on Hair but this should get you started...

As for frame by frame animation? You'll have to script that manually using the system above unless the developers put it in.  Currently the animation/graphical style of the game is primarily done with Tweening... Unless there's something I'm missing :p
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