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Messages - SSH

#2701
v1.05 uploaded to fix these bugs...

Quote from: AJA on Thu 11/05/2006 17:17:32
Some bugs:
-When I change the values in the resize image dialog, the values in the "background windows" change too.
Fixed... in fact the module that handles this will be released as a separate thing...

Quote
-The whole program also crashed when I tried to save the walk cycle (when I had typed the filename):
in Global script (line 72)
from Global script (line 92)

Error: String.Substring: invalid length

(I didn't put the extension to the file name.)

Aaargh! Took me ages to work out this one: String.CompareTo return 0 if it matches, not 1!

Quote
This seems like a very handy program, although it could benefit a lot from a higher resolution. Very nice work, SSH!

Well, its down to AGS that it can't support highers resolutions. I was initially doing it at 640x480 but realised that AGS just can't handle pixel precision at that resolution. Maybe I can make a 640x480 version that just allows imported sprites and doesn't have the Paint functionality

Quote from: pslim on Thu 11/05/2006 22:34:33
I crashed it when I was trying to use the pick color function on part of the transparency section of the bmp I was working on in the generator.

Error: DynamicSprite.CreateFromBackground: invalid co-ordinates specified

Ah yes, I should have fixed any of these kind of bugs, now in v1.05

Thanks for the bug reports, guys!

Quote from: yodaman11111 on Thu 11/05/2006 22:45:02
yes, up and down would be good. it would also be good if you could get body parts from folders rather than just the one, and if you didn't have to overwrite the old ones, etc. I also found that you needed to make the custom body parts larger for them to fit on the body and look good.   

Well, AGS cannot access files outside the current folder (to stop people writing Viruses in AGS!) so nothing I can do about that!

As for making sprites bigger than the bones (assuming that's what you mean), yes of course you do. A person with bones bigger than their flesh would have bits of bone protuding, wouldn't they!
#2702

Quote from: pslim on Thu 11/05/2006 17:10:00
I'm kind of not as excited about the fact that the tooltips fade in instead of just appearing. I feel like they're teasing me.  :=
I'll have to add a "Tooltip fade disable" option somewhere ;)

Quote
Also, is there any way to resize the windowed version? Running it in a window makes it easier to move between programs, but it's kind of hard for me to see that way.
Run the setup and turn on the 2x or 3x graphics filters...

#2703
Or my Walkcycle generator, available for free and legally at http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26501.0
#2705
v1.03 uploaded with tooltips and minor bug fixes.

The front/back walkcycles will come from the features I'm working on:

  • movement data to contain scaling factor for foreshortening
  • Animation, movement and skeleton data to be loaded from an XML-like file
  • Also, some keyboard shortcuts
#2706
Quote from: yodaman11111 on Thu 11/05/2006 03:51:41
cool program. A bit glitchy though, but with some improvement in the program and bug fixes it would be awesome.

Can you be specific, please? What bugs did you find, and what improvements would you like: I'm not psychic!
#2707
Also, SSH's Walkcycle Generator can be used as a Paint program and has extra support for walkcycles, obviously!

See: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26501.0
#2708
Yeah, forgot to say... it's OK up to about BMPs of 50x100, but after that, sloooooow

Edit:

Fixed a bug and added some functionality... see first post
#2709
No, but I've fixed that bug now. It only happens on sprites that are an odd number of bytes wide!

However, it seems that my hosting's ftp server is down (hajo, AGA: fix it!) so I can't upload it yet...Ã,  :-[
EDIT:
Uploaded...

Also fixed Steve's copy bug and added a colour replacement tool
#2710
They should give out prizes for making script modulesÃ,  ;D

While we're on the subject of things to encourage people to make pointless forum posts:
#2711
You'd need to be careful about how it handled the transparent colour in a sprite.. presumably the same as the Object.Tint, which ignored the transparent colour.
#2712
Quote from: Candle on Tue 09/05/2006 22:55:52
Thats really cool SSH. can you do up and down cycles?
Yes, I hope to make the Bone structures and Cycles fully load/save/editable, but I thought it was already useful now.

Quote from: SteveMcCrea on Wed 10/05/2006 00:34:17
I got a few crashes just clicking on buttons initially (eg when nothing assigned, or trying to resize a non-image), but I sort of see how it works now. Awesome!
Ooops, I'll try and track these down. Please let me know exactly what you are doing  when they happen, though!

Quote
The walkcycle itself could do with some tweaking - the feet stretch forward too far.

Well, once I make it editable....

Quote
Trying to change the cycle offset also is odd - it keeps changing the number I type in.
Ah yes, it might work better if you pause the animation first. Or not. That needs some work...   ::)

Quote
Another crash pressing the paste button without copying first (I guess).

---------------------------
Adventure Game Studio
---------------------------
An internal error has occured. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.72.913)

Error: run_text_script1: error -6 running function 'goToolPaste_Click':
Error: Null pointer referenced
in Paint (line 191)
from Global script (line 547)

I'll get this cleared up, thanks for the detail.

I'll try and remember to turn off debug mode, too  :=
#2713
SSH's Walkcycle generator
Makes walkcycles easy... and can be used as a Paint program too.

Now loading walkcycle details from an XML file that you can edit yourself

Download Walkcycle generator here
Download Princess Marian's body parts and XML here!

For the unsupported broken hi-res version, see further down the thread

Please comment and make suggestions for improvements!

Screenshots

Examples that somehow got their heads chopped off... :(


VERSION HISTORY:
v1.01 bug fixes
v1.02 with Undo and a small palette of colours
v1.03 tooltips and bug fixes
v1.04 fixed DeepHitz's problem
v1.05 fixed AJA and pslim's bugs and a few others I found in the process ;)
v1.10 added XML import and provided Right and Front walkcycle XMLs

INSTRUCTIONS

Animation

The program starts with an walkcycle animation running. You can turn on the "skeleton" of the walkcycle by clicking on the button under the animation with the white figure on it. You can also toggle the sprites by clicking on the button beside it. The buttons next to those are Play/pause and Single-step. These allow you to stop and start the animation, or look at individual frames.

You can save the whole animation as a series of bitmaps by clicking the "Save Walkcycle" button which is down in the bottom-right of the screen. You can change the animation speed by opening Animation properties: just click on the animation. On the dialog that opens, you can enter a frame delay for the animation. You can also choose an image to be used as the background of the animation display, or with the properties open, move the RGB sliders in the bottom-left of the screen to adjust the BG colour. Here you can also load a new XML file from disk. The default XML file loaded at startup is called WCGen.xml.

Bone Select/Info

In the top-middle of the screen, you can select a "Bone" of the skeleton. The information on the bone appears to the right. The bone length is the size of the skeleton bone. Width and height describe the sprite, which you can see too. If you click on the sprite you can edit it in the bottom half of the screen (more later). The sprite is drawn in the animation centred on the bone, but you can also change the X and Y offsets in the info pane.

Sprite Editor

You can edit sprites here that you have loaded in from the Bone Info or from a file. Once edited, sprites can be saved or applied to the currently selected Bone. Note that with all sprites in the editor and loading from disk that AGS Runtime treats pure magenta (R=255, G=0, B=255) as transparent, so paint any areas that you want to to be transparent with this colour. AGS Runtime can also only handle BMP and PCX file formats.

The tools available are a brush (select circular or square, and the size in the GUI above the Paint tools); Dropper (click to pick up colour from image); Flood Fill; Line; Select; Cut; Copy; Paste; Colour Replace. Note that with all operations, dragging doesn't really work: e.g. select an area by clicking and then clicking again, rather than dragging.

NB: The undo button only undoes Paint operations.

XML

TO BE CONTINUED...  ;)
#2714
There is more to AGS than the games. The community is great and things like Mittens testify to that. I'm amazed a mittens-attendee like scotch is arguing that. Or maybe my irony filter is off...Ã,  ???

The first FOREGOs awarded custom titles to its winners, but not subsequently. Of course many of the original winners decided not to take up the offer...
#2715
General Discussion / Re: CJ update
Tue 09/05/2006 09:03:21
I hope he didn't catch Ven-Ariel disease  ::)
#2716
Quote from: Snake on Tue 09/05/2006 03:16:54
SSH, you slap the cat's ass! This is exactly what I needed for my game.

PS
I love you.

Please, the incident with the Cats' protection league is in the past now and I'd like to move on.
#2717
yes, butl, i presume that the pixels in the middle are being consequently expanded by more. In your example the widths would be 3 and 6... in my code, I am using larger sprites (e.g. 10x10 expanded to 120x120) where the effect is very visible.

To see the effect, download my walkcycle generator beta http://ssh.me.uk/wcgendemo.zip, press "Head" for example, then click on the head picture to make it appear in the drawing window at the bottom. Thn click the grid icon to make the grid toggle: you can see how I have added a ring of 1 pixel around the edge of the Zoomed picture to avoid the problem, and the grid shows the edges with narrow pixels.
#2718
Well, I mean all the pixels around the edge were only 2-pixels wide on 4x resize. One in the middle were all 4x.
#2719
If I use DynamicSprite.Resize or RawDrawResized and expand a sprite 4x the first and last column and row are all expanded only 2x. If this expected behaviour, it should at least be documented. I worked around it by grabbing an extra pixel around each side, but its a pain!
#2720
General Discussion / Re: Stephen Colbert
Mon 08/05/2006 13:43:40
Woah, hadn't read this thread for ages and i see it has turned into a discussion of welfare, libertarianism and a flame war!

BB: income tax isn't the only tax. Best to look at the total tax burden in a country. Also, fencing does have the image (in the UK at least) of being elite and establishment, which I think was all that Andail was saying.

Tuomas: you have the freedom to move to another country and pay the taxes there for a different set of priorities. In the EU you won't even need a Visa to live there permanently.  That is much more freedom than many countries.

Andail: that would is confusing and superfluous in your last paragraph. Better to be "And even if I had..."  ;) := :P ::) Also, libertarians would equate lack of taxes with freedom... but then they are confusing "gratis" and "libre" somewhat.
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