Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Trisk on Sun 18/01/2009 00:40:19

Title: Quick question on animation loop limits
Post by: Trisk on Sun 18/01/2009 00:40:19
Hey all...I've been, for over a year, trying to get a 3D animator for rendering monsters in Prodigal 2...in that time I've been totally inactive in AGS, so coming back to it looks like QUITE a bit has changed since I did Prodigal. Version 3 of AGS is out!!! o_O

I looked around a bit for this, but I haven't found much...so can someone please tell me quick if animation loops are still limited to 19 frames? I'm about to have the 3D animator start making walk frames, and if this limit is fixed, I sure as HECK don't want to limit him to only 19 frames.

Again, I did look through some version histories and such but I didn't see anything...can someone please just tell me quick if the artificial limit has been removed?

Thanks a million in advance,
Ben
Title: Re: Quick question on animation loop limits
Post by: Dualnames on Sun 18/01/2009 00:51:35
Frames are now unlimited..so welcome back.
Title: Re: Quick question on animation loop limits
Post by: Trisk on Sun 18/01/2009 00:53:48
Woohoo! Thanks a million! That is great to hear! I was begging Thep Umaman to fix that! He's my hero! Thanks for the heads up!
Title: Re: Quick question on animation loop limits
Post by: Galen on Sun 18/01/2009 01:04:56
He's going to walking hecka slow if you've got more then 19 frames per step.
Title: Re: Quick question on animation loop limits
Post by: Dualnames on Sun 18/01/2009 01:08:43
He can change animation delay value lesser...but yeah..well he 'll see it in action.
Title: Re: Quick question on animation loop limits
Post by: Trisk on Sun 18/01/2009 01:26:35
Walk speeds are still not capable of sub pixel movement?
Title: Re: Quick question on animation loop limits
Post by: Dualnames on Mon 19/01/2009 10:05:48
You mean have a walkspeed like 1.5 if that's the thing no, not yet. There's a wishlist thread somewhere so you might want to post in there.
Title: Re: Quick question on animation loop limits
Post by: Trisk on Mon 19/01/2009 23:10:22
Yeah, that's exactly what I mean...so you could have the engine supersample the movement so the character would seem to move smoothly about, a lah Longest Journey as opposed to "jumping" the sprite from one pixel to the next. (Yeah, they are 3D in Longest Journey it's just an example.)

One other question, then...is a 640x400 game still limited to 320x200 for the actual movement calculations? 800x600 limited to 400x300? And how about the new 1024 resolution?

Again, thank you so MUCH for taking the time to answer...my animator is right at the point of finalizing this stuff, so I need to know ASAP. You are saving me alot of time and giving alot of help! :)

Ben
Title: Re: Quick question on animation loop limits
Post by: HammerBlade on Tue 20/01/2009 02:52:59
There's an option in General Settings that can be set to true or false now, called "use low-resolution coordinates in script".  Set that to false, and you can use high-resolution (640x400) coordinates in your script for calculations instead of low-resolution (320x200) coordinates.  (Granted, if you've already written a script that uses low-res coords, you may have a fair amount of work cut out updating your code!)

...And now your thread is listed above mine.   ::)  Me and my big mouth!  :P
Title: Re: Quick question on animation loop limits
Post by: Trisk on Tue 20/01/2009 03:42:45
Very nice! Thanks so much for the help on this! :)
Title: Re: Quick question on animation loop limits
Post by: Dualnames on Tue 20/01/2009 09:03:19
In case you haven't noticed you can also use 1024x768 resolution.