Quick question on animation loop limits

Started by Trisk, Sun 18/01/2009 00:40:19

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Trisk

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

Dualnames

Frames are now unlimited..so welcome back.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Trisk

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!

Galen

He's going to walking hecka slow if you've got more then 19 frames per step.

Dualnames

He can change animation delay value lesser...but yeah..well he 'll see it in action.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)


Dualnames

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.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Trisk

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

HammerBlade

#8
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


Dualnames

In case you haven't noticed you can also use 1024x768 resolution.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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