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Messages - Frinkky

#1
Thanks for both replies - I've got plenty of time so I think I'll try all three and see which is the most efficient.

My only concern with creating views for all clothing combo's is that even with just 2 clothing items (pants and shirt) with, say 8 varieties each, thats 81 different views (8 pants varieties + 1 nude * 8 shirt varieties + 1 nude). And thats just for one direction - so multiply that by 8 directions, allowing all possible combinations (nude top + pants 3 or shirt 1 + pants 8 etc). So 648 views at 31 frames per view (30 + 1 standing) thats 21204 frames not to mention the idle and different action views. Phew!

Might be ok if i just go with complete outfits and not individual items. I'm definitely intrigued by the FOLLOW route - one thing that immediately springs to ind is whether or not the z-index of sprites can be controlled, but I still need to finish reading the manual so I'll work that out when I get to it.

Thanks again!

#2
Hi guys and gals,

I've had an idea for a rpg(ish) game running through my head for a couple years now and, not being a c++ whizz I'm using AGS to create a proof of concept to hopefully generate interest at a later date. I will post the project when I have something more tangible but for now I'm testing out various concepts and elements.

One thing I'm interested in deploying is to have interchangeable clothing, i.e. I can find or create a new shirt and wish to 'wear' it. the obvious, but least efficient, method I can think of is to create sprites for each clothing combination and swap out the player sprite on equipping the new clothing item but I feel this would limit the total amount of clothes. So I guess my main question is - is it possible to layer sprites on top of each other for the player character so I'd only need to create one set of sprites for the character, and one set for each item of clothing? Or perhaps there's another way I'm not thinking of right now?

I've attached an example of what I mean.


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