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#1 2011-07-26 19:02:54

SilverstepP
Member
From: North Carolina
Registered: 2009-07-31
Posts: 1,545

[Suggestion] 'set_state_of_animation' and .chrs

I had an idea.

What if there's a way to define a certain 'state of animation' for the observed player in the .chrs?

set_state_of_animation "*hanging"

So the player observed would be in the 'hanging' animation.

In the chrs, we could have a way to define these things just like we define their hurt animation, ledge animation, and everything else.

animations
    {
        sprite_name                 "SD_COLIN"
        stopped                     0
        walking                     1
        running                     2
        jumping                     3
        springing                   13
        rolling                     3
        pushing                     14
        gettinghit                  11
        dead                        8
        braking                     7
        ledge                       10
        drowned                     9
        breathing                   12
        waiting                     40
        ducking                     4
        lookingup                   5
        winning                     24
        ceiling                     16
       //Hanging
        *hanging                16
    }

That way we can make objects have more support for custom characters. Like I could potentially transform Mechanical Marathon's objects into ones that anyone can use in their games with any of their custom creations. Also, it would require a lot less states for objects that observe multiple characters but do about the same for each (like a bar you grab and hang onto).

And it also would help a lot with me making Sunshine Paradise's trip rock.

Thoughts?

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#2 2011-07-26 19:42:48

Sugarmaster
Member
From: Barcelona, Spain
Registered: 2011-04-26
Posts: 132
Website

Re: [Suggestion] 'set_state_of_animation' and .chrs

That is perfect for the .chr limitation of having only one .spr files attached.

+1


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#3 2011-07-26 23:41:29

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Suggestion] 'set_state_of_animation' and .chrs

i vote yes. that would lead to better object compatibility between mods


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#4 2011-07-27 01:06:35

CharlyTx
Member
From: Wesnoth
Registered: 2011-01-15
Posts: 144
Website

Re: [Suggestion] 'set_state_of_animation' and .chrs

this is something like the "pointer to" in C ?

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#5 2011-07-27 01:11:59

SilverstepP
Member
From: North Carolina
Registered: 2009-07-31
Posts: 1,545

Re: [Suggestion] 'set_state_of_animation' and .chrs

I don't know C so I can't really answer that...

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#6 2011-07-27 13:15:24

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Suggestion] 'set_state_of_animation' and .chrs

hmm, that's hard I'm afraid. I'd have to change a lot of the current player architecture just to do that.

I suggest that you make a script that takes care of that for you. For example, create a "player animation manager" and make that take care of the animations for you. It's a simpler solution, and you don't need to wait for an implementation.

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#7 2011-07-31 00:37:18

CharlyTx
Member
From: Wesnoth
Registered: 2011-01-15
Posts: 144
Website

Re: [Suggestion] 'set_state_of_animation' and .chrs

add a new editor in the game?

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#8 2011-07-31 02:43:51

SilverstepP
Member
From: North Carolina
Registered: 2009-07-31
Posts: 1,545

Re: [Suggestion] 'set_state_of_animation' and .chrs

CharlyTx wrote:

add a new editor in the game?

I don't think this would be a good solution. Making a new editor would take too long.

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