Well I imagine its pretty low on the list of priorities anyway, SSH but we'd be wrong to rule it out. 
Cheers,
Paul.

Cheers,
Paul.
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Show posts MenuQuoteGiven that you don't seem to have contributed to any gamesWell you can start with Tribes Vengence, Bioshock and Monster Madness.
Quotewhich is nothing more than an extra integer parameter for each character:
QuoteAlso I still fail to see why implementing this feature is even necessary. Everything it'd do can be achieved already by moving the pixels inside the frame.I am suggesting it because in all cases it is by far more efficient, easier, quicker and neater if you can simply click a spinner than having to manually sift through your sprites in Photoshop and adjust them frame by frame. I can't understand your neglect of such an obvious plus for AGS.
cSubspark.Animate(curr_loop,5,eOnce,eNoBlock,eForwards);
QuoteIs this a feature that anyone else would be interested in?This would provide a means to doing things like peg legged pirates or zombie limping. Thinks of LeChuck and his ever cool non uniform limb dragging action.
QuoteI took the liberty of evening out the foot movement (using only the first half):Wow Khris. You can see now why I'm using video reference. My animation sucks kachugas. Looks smoother, more accurate and I'm about to test whether the feet line up in the engine.
QuoteAm I missing something, or do these problems only occur when people over-trim their sprites?Trimming sprites has nothing to do with my problem, SSH. In fact you can see in my original post that my walkcycle sprites were square.
QuoteMost games that have pixel perfect feet do it through animation timing alone, which I understand is harder if you are rotoscoping.It's hard in general, yes. If I did tweak my walkcycle to plant his foot evently each frame then the animation would look off and his legs would stretch too far or too little. In reality, nobody walks uniformly anyway. The minute we plant our foot on the ground we cause friction which in turn slows us down. Remember in true locomotion we use our feet to push up as well as forward.
QuoteWhat sort of feature are you asking for?Basically this:
QuoteIf you're ok with waiting, fine.While this is a feature I would love sooner rather than later, it's not something I'm going to halt production for.
QuoteThe animation only moves once per loop, so its up to you to make your animation move forward properly within the loop.Believe me the animation is as perfect as I'm gona' get it. (Besides actually painting over the placeholder limbs).
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