Klokreations

You are not connected. Please login or register

RiskyPLUS' Question(s)

Go to page : 1, 2, 3  Next

View previous topic View next topic Go down  Message [Page 1 of 3]

1 RiskyPLUS' Question(s) on Wed Dec 19, 2012 2:36 pm

Guest


Guest
Hey guys.
I was just reading the importing animations tutorial (very helpful, by the way) and I BELIEVE I followed it to the letter, but I ended up with a semi-transparent sprite with a yellowish tint.
I'm hoping someone can tell me why the sprite is showing up like this and how I might fix it.
Here's an image of how it looks.


Oh, also, something to note: the sprite looks absolutely fine when it's dodging or just standing still. It's only during attack animations that it looks weird.

2 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:15 pm

Mercenary Lord

avatar
So many people only coming here to ask questions.

You...you can talk to us normally, you know...

To answer your question: I don't know. I got a problem like that once, and I never managed to get it to work. Granted, my problem likely had something to do with the range, but it never worked for me.

http://www.klokreations.net

3 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:17 pm

Guest


Guest
<img src=" longdesc="64" /> wrote:So many people only coming here to ask questions.

You...you can talk to us normally, you know...

To answer your question: I don't know. I got a problem like that once, and I never managed to get it to work. Granted, my problem likely had something to do with the range, but it never worked for me.

Well, that sucks. Did you just try again with another sprite and it worked, then?

4 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:17 pm

Yoshi

avatar
Admin
ML, don't be rude to the newbies. He was on chat this morning.

5 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:24 pm

Guest


Guest
Oh, some other questions I just thought of:

1. Is there any known way to put in a unit deployment screen?

2. Is there a way to insert scripted battles? Or even just simulate a battle with an event?

3. Does anyone know the script to just display a certain message on the screen in one of the Fire Emblem image fonts?

4. Does anyone know how to make it so the transition between \g backgrounds is not a fade out and then a fade in, but just a fade in?

5. Has anyone ever made a full-length game on FEXP?

6. Is there any way to scroll the map? I know about player.move, but that's a more or less an instant movement.

6 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:26 pm

Mercenary Lord

avatar
The only one I can answer vindictively is 5: no one has ever finished a game on FEXP. I think, actually, that we're the largest FEXP community. People just don't choose it over hacking.

http://www.klokreations.net

7 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:29 pm

Guest


Guest
<img src=" longdesc="64" /> wrote:The only one I can answer vindictively is 5: no one has ever finished a game on FEXP. I think, actually, that we're the largest FEXP community. People just don't choose it over hacking.

That seems really odd. I've only been fiddling with FEXP for about a week but I don't really see any reason why you couldn't make a full game with it. Saving isn't an issue - you can either use one of the save scrips people here already made or just change the game over screen so that it restarts the chapter when you die, allowing you to use the Suspend system as a save system.
I fully intend to make a full game on it, eventually reskinning every single thing so it becomes more than just a Fire Emblem clone. Running into problems every 5 minutes is annoying, but I've generally found a way past everything so far, I'm sure there's a way.

8 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 3:30 pm

Primefusion

avatar
Admin
The answer to number 1 is unfortunately no.

9 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 4:02 pm

Guest


Guest
Here's an update on the sprite issue -
I decided to replace the animation graphic in the animations tab with the standard graphic for a General with a lance. It then went along the lance animation, but by using the sprites of the sword animation, which weren't semi-transparent like in the picture I posted.

I guess that would mean it isn't a problem with the sprites themselves, seeing as they seem to be capable of being displayed normally if you mix up the animation sets.

Still don't know how exactly to fix the issue, though.

10 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 4:26 pm

Jesse

avatar
To better explain the "no full-length games have been made with FEXP": FEXP is fairly new, so there's still the chance that full-length games might be made with it. It's just that none of us have been able/had the patience to yet.

Also, the animations are highly temperamental, so if you aren't careful with what you do, they'll screw up. I don't know any other way to explain.

11 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 5:22 pm

Charlotte

avatar
Chick
Double-click one of the images in an animation frame. Is Blending set to Normal?

1-Nope!
2-Uhh I don't know actually.
3-Just display a certain message? Explain; there are a ton of ways FE traditionally shows text.
4-I tried looking, and saw nothing that looked promising about this. It's generally best not to mess with text commands; that's one of the few areas that has things that are impossible to change.
5-What Jesse said.
6-Uhh I came up with sort of a cheap way to do it, use the player.moveto, but first run something like this:
Code:
FE_Config::MAX_SCROLL_SPEED=x
with x being however fast you want it to scroll. After the event, change it back to whatever it was (default is 64, I think)

12 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 5:29 pm

Guest


Guest
Charlotte wrote:Double-click one of the images in an animation frame. Is Blending set to Normal?

1-Nope!
2-Uhh I don't know actually.
3-Just display a certain message? Explain; there are a ton of ways FE traditionally shows text.
4-I tried looking, and saw nothing that looked promising about this. It's generally best not to mess with text commands; that's one of the few areas that has things that are impossible to change.
5-What Jesse said.
6-Uhh I came up with sort of a cheap way to do it, use the player.moveto, but first run something like this:
Code:
FE_Config::MAX_SCROLL_SPEED=x
with x being however fast you want it to scroll. After the event, change it back to whatever it was (default is 64, I think)

I literally cannot express my gratitude with words. I needed that scroll code so badly, you have no idea. Thanks a lot.

As for 3, I mean, uhh... You know how there's a Fonts folder, with Fire Emblem style image fonts in them? I basically just want a way to be able to write a sentence in an event with script, and have it display that sentence in the image font. No text box or characters speaking, just a straight message. It sounds pretty simple but I've tried so many script variations to do it and it just never works.

Also, I managed to fix the sprite display issue, though I'm not actually sure how. I just re-did everything and used the General's lance sprites as a template and now it's fine. Making sure the animation looks right is a pain, though.

13 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 6:24 pm

Charlotte

avatar
Chick
Hrmmm like I said, RMXP doesn't like if you mess with text, so what I would do is arrange your text in an image file (like a transparent PNG) and have the game display that image file.

And huh. But that's good. And no problem about the scrolling thing, though I'm sure there are better ways to do it.

14 Re: RiskyPLUS' Question(s) on Wed Dec 19, 2012 6:28 pm

Guest


Guest
Charlotte wrote:what I would do is arrange your text in an image file (like a transparent PNG) and have the game display that image file.

Yeah, that's more or less what I'm doing now, though I'm using \g to simplify it even further. It's just a bit annoying because \g is set to fade out and then fade in, instead of just fading in, which would be ideal given how I'm doing it (multiple images with different amounts of text so that the sentence gradually forms over several screens).

15 Re: RiskyPLUS' Question(s) on Thu Dec 20, 2012 6:36 pm

Guest


Guest
Sorry for the double post, but I thought of a new question.
Is there any way to adjust the size of face sprites? Could you, for example, edit the code so that face sprites can stretch from the bottom of the screen to the top, rather than only allowing small faces at the bottom of the screen?

16 Re: RiskyPLUS' Question(s) on Thu Dec 20, 2012 6:41 pm

Mercenary Lord

avatar
Lol, double posts are nothing, as long as they both have content in them.

http://www.klokreations.net

17 Re: RiskyPLUS' Question(s) on Thu Dec 20, 2012 7:39 pm

Guest


Guest
<img src=" longdesc="64" /> wrote:Lol, double posts are nothing, as long as they both have content in them.
Oh, that's good to know.
Also, yet ANOTHER question.
Is there any way to allow the player to make yes/no choices in dialogue scenes? Or at all?

18 Re: RiskyPLUS' Question(s) on Fri Dec 21, 2012 5:01 am

felix198

avatar
RiskyPLUS wrote:
Is there any way to allow the player to make yes/no choices in dialogue scenes? Or at all?

I don't believe so. Most of the completed talk event scripts are present in the trial maps. If it's not
there it's probably not possible. Currently supports are not even functioning according to BwdYeti.

I'm sure increasing the face window size is quite possible, but it'd require rummaging around in the
script database and doing some considerable edits.

19 Re: RiskyPLUS' Question(s) on Fri Dec 21, 2012 5:05 am

Guest


Guest
felix198 wrote:
RiskyPLUS wrote:
Is there any way to allow the player to make yes/no choices in dialogue scenes? Or at all?

I don't believe so. Most of the completed talk event scripts are present in the trial maps. If it's not
there it's probably not possible. Currently supports are not even functioning according to BwdYeti.

I'm sure increasing the face window size is quite possible, but it'd require rummaging around in the
script database and doing some considerable edits.

Damn. The dialogue choice thing isn't too bad though, you can just use events that trigger when a unit moves to a certain space instead, make players move toward their choices instead of just choosing them in dialogue.
The problem with the face window issue is that there just doesn't seem to be anything in the code that sets the size. I checked and I'm pretty sure the current accepted size for a face is 106x76 pixels, but if you try to find those numbers in the script you won't get any results. It's weird.

20 Re: RiskyPLUS' Question(s) on Fri Dec 21, 2012 5:32 am

Guest


Guest
Good news, guys! I was just fiddling around with it and it turns out there AREN'T any set dimensions for face sprites. You can make the image as big as you want, you just have to keep playtesting and adjusting the position of the sprite until it's on-screen. No coding required.

21 Re: RiskyPLUS' Question(s) on Fri Dec 21, 2012 9:12 pm

felix198

avatar
Or just change the info in the face sprite data section of the script database. That way you can include eye and mouth animations for when characters talk (if you've gotten that far with sprites).

But I suppose this would only work well for the current face sprite size.

Also, do you use the FEXP guide that Klok's made? It answers most questions with regard to faces and whatnot.

22 Re: RiskyPLUS' Question(s) on Sat Dec 22, 2012 6:50 am

Guest


Guest
felix198 wrote:Or just change the info in the face sprite data section of the script database. That way you can include eye and mouth animations for when characters talk (if you've gotten that far with sprites).

But I suppose this would only work well for the current face sprite size.

Also, do you use the FEXP guide that Klok's made? It answers most questions with regard to faces and whatnot.

Yeah, the majority of my knowledge comes from Klok's tutorials. Though, that was the original problem, it doesn't seem like there's any code in the face sprite script that sets dimensions for the entire face - only scripts that control status screen, eye and mouth offsets. But yeah, problem solved anyway.

Thought of yet ANOTHER question: Is there any way to show the cursor over a point of interest in cutscenes, like in real Fire Emblem games? Super minor thing, so not that big a deal if that hasn't been implemented.

23 Re: RiskyPLUS' Question(s) on Sat Dec 22, 2012 3:30 pm

felix198

avatar
You might be able to play an animation on the map using one of the event commands already in RMXP and just make the animation out of the cursor symbol. I think it might work with doing scenes where characters warp in and out too. Just a thought though, not sure if it actually works.

24 Re: RiskyPLUS' Question(s) on Mon Dec 24, 2012 8:09 pm

Klokinator

avatar
Admin
Hi Risky, I've been busy for a week or so since I'm on break. Sorry it took so long to get back to you.

I was just reading the importing animations tutorial (very helpful, by the way) and I BELIEVE I followed it to the letter, but I ended up with a semi-transparent sprite with a yellowish tint.
Char got this right, you just need to adjust the blending setting as she showed.

1. Is there any known way to put in a unit deployment screen?

2. Is there a way to insert scripted battles? Or even just simulate a battle with an event?

3. Does anyone know the script to just display a certain message on the screen in one of the Fire Emblem image fonts?

4. Does anyone know how to make it so the transition between \g backgrounds is not a fade out and then a fade in, but just a fade in?

5. Has anyone ever made a full-length game on FEXP?

6. Is there any way to scroll the map? I know about player.move, but that's a more or less an instant movement.

1. No, not without scripting it yourself. The unit deployment graphics exist, but they have not been coded and won't be coded in the foreseeable future. Yeti has expressed no interest in scripting them aside from his XNA game, but there's a chance he might import stuff into FEXP someday. Other than that, scripting them yourself is the only other method and good luck with that.

2. Yes. It's extremely complicated, and thanks to how complicated it is and how long ago I had the chat with yeti, I can no longer tell you how to script them. Asking him is the only wy you'll know, so ask him on his site and post it here, because others want to know too.

3. I recall that you can copy the FIRE EMBLEM MESSAGE script, edit its call pattern, then edit how the script displays, but it's been a long time since I touched that script. I do know that load_text is the call, so CTRL+SHIFT+F for that in the scripts and you might be able to hunt something down.

4. Not as far as I know. Just editing the script is your best bet, but be aware that currently it's identical to how the ROM would portray it, so if you plan to clone a rom's technique, there's no need to edit it.

5. No. And not for lack of trying. I made quite a few individual chapters for Phoenix Saga, but they were all pretty disorganized and shameful. Keep in mind that nobody has ever made a "full" game with romhackinbg either, depending on your definition of 'full'. Blazer, Archibald, and a couple others made pretty long games, but nobody has ever finished a full sized game.

6. Char nailed this one. She actually used it for her ragefest submission so she knows more than I do.

Is there any way to adjust the size of face sprites? Could you, for example, edit the code so that face sprites can stretch from the bottom of the screen to the top, rather than only allowing small faces at the bottom of the screen?
You can arrange the position of the sprites pretty easily, just dick around in the FIRE EMBLEM MESSAGE script until you figure it out. I'm not sure about the details but it is possible, and maybe even with a minimal amount of scripting.

Thought of yet ANOTHER question: Is there any way to show the cursor over a point of interest in cutscenes, like in real Fire Emblem games? Super minor thing, so not that big a deal if that hasn't been implemented.
Yes! I can't remember exactly how, but I made it happen at the beginning of my ragefest submission (Generic War, look it up it on youtube) and actually multiple times during the submission. The animation isn't perfect or identical in duration to the GBA FE counterpart, but it's doable. If you can decompile my game (Listed on serenes forest or here... somewhere) you can find the codes in lots of different places. I can't remember the code for the life of me and RMXP still isn't working on my pc, so if you can find it yourself you'll be able to figure it out. Also, Yeti's TR2 had the code at the beginning of the map, where the enemy thief appears.

http://klokreations.forumotion.com

25 Re: RiskyPLUS' Question(s) on Mon Dec 24, 2012 10:25 pm

Guest


Guest
Yay! I LOVE YOU KLOK.

I actually thought of a way to replicate a deployment screen with just eventing:
Simply create a new battle map, as small as possible, make the objective to survive 99 turns, spawn every single unit the player can have at that point in the game, and add in a talk event between the Lord and every other unit. Make it so a different switch turns on for every unit you talk to, and have it so a variable increases by 1 everytime you talk to someone, and when it reaches 8 or 10 or whatever number of units you like, transfer the player to the actual map with units being spawned depending on whether their switches are on or off.

Bit of a hassle, but probably worth it, and it's serviceable in terms of presentation.

In other news, I think it's pretty likely I might end up making a full game with FEXP. My project's been going really well so far, and I have a ton of free time, so I'm making at least one full chapter a day. Might be posting some demo versions soon if that's cool with you guys?

Sponsored content


View previous topic View next topic Back to top  Message [Page 1 of 3]

Go to page : 1, 2, 3  Next

Permissions in this forum:
You cannot reply to topics in this forum