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Author Topic: Official PyGG2 Development thread  (Read 37272 times)
NAGN
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Yeah so now I have an idea


« Reply #615 on: March 28, 2012, 09:22:11 pm »

we don't need 180 sprites, probably around 3 will do to distinguish between aiming up and aiming perfectly horizontal (slouching) and aiming down

This doesn't fix the floating hands issue, but it does make the sprites look a bit more active
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« Reply #616 on: March 28, 2012, 11:06:45 pm »

Well, if it were the entire torso sprite (rather than just the weapon), the floating hands thing is a non-issue.

Also for your consideration,

If we make a sprite for each cardinal and intercardinal direction (8 frames)(45, 90, and etcetera), we can make it so each frame covers 15 degrees above and below them. Therefore, if someone is aiming 75 to 105 degrees (the blue area), their sprite will be aiming upward.

We would only need eight frames for this, or realistically four since it's probably just gonna be flipped or something. The only problem is a class like say, the Heavy. That minigun is fucking huge and it might just be easier to have a separate sprite in that case. That's besides the point, what I'm getting at is the relatively low number of sprites we'd need.
« Last Edit: March 28, 2012, 11:07:16 pm by ♫Sani♫ » Logged

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« Reply #617 on: March 29, 2012, 02:27:15 am »

Or what about this ingenious idea?

http://pygrafix.readthedocs.org/en/latest/pygrafix.sprite.html#pygrafix.sprite.Sprite.rotation
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« Reply #618 on: March 29, 2012, 02:50:10 am »

The idea of having frames for aiming gives sprite modders something new to work with. It could always be a togglable option, of course, so low-level sprite modders can work with the old system.
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Oh, well, you might as well pack up and stop now, because he doesn't like it
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« Reply #619 on: March 29, 2012, 04:39:47 am »

Well, if it were the entire torso sprite (rather than just the weapon), the floating hands thing is a non-issue.

Also for your consideration,

If we make a sprite for each cardinal and intercardinal direction (8 frames)(45, 90, and etcetera), we can make it so each frame covers 15 degrees above and below them. Therefore, if someone is aiming 75 to 105 degrees (the blue area), their sprite will be aiming upward.

We would only need eight frames for this, or realistically four since it's probably just gonna be flipped or something. The only problem is a class like say, the Heavy. That minigun is fucking huge and it might just be easier to have a separate sprite in that case. That's besides the point, what I'm getting at is the relatively low number of sprites we'd need.

You'd then have snapping when aiming between two areas. Also, we'd still need a lot more sprites, and it'll grow even bigger with more weapons, since you'll need a new set of torso for each different weapon.
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« Reply #620 on: March 29, 2012, 05:16:22 am »

you don't need extra gun sprites to fix the detached arm problem, only extra torso sprites that roughly approximate where the lower arm plus gun connect to the upper arm plus bent torso.
oh god I'm a genius
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« Reply #621 on: March 30, 2012, 11:15:51 am »

So, uhh, what's the progress in layman's terms?
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« Reply #622 on: March 30, 2012, 11:17:54 am »

So, uhh, what's the progress in layman's terms?
Well the flibberdy flabberdy badingle go wow-wow, but the finger gengerl not so splatsy.
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« Reply #623 on: March 30, 2012, 11:21:17 am »

So, uhh, what's the progress in layman's terms?
Well the flibberdy flabberdy badingle go wow-wow, but the finger gengerl not so splatsy.

I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork, does a raw blink on Hiri-Kiri rock!

I need scissors! 61!
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« Reply #624 on: March 30, 2012, 11:21:53 am »

So, uhh, what's the progress in layman's terms?
Well the flibberdy flabberdy badingle go wow-wow, but the finger gengerl not so splatsy.

I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork, does a raw blink on Hiri-Kiri rock!

I need scissors! 61!
Just wait until you see what we did with the yee-yo-go-tingle.
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« Reply #625 on: March 30, 2012, 12:26:33 pm »

Is it made of wibbly wobbly, timey wimey... stuff?
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« Reply #626 on: March 30, 2012, 02:29:42 pm »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
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« Reply #627 on: March 30, 2012, 05:57:21 pm »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
Well, I will

Parts of it are 100% complete, the other bits are 0% complete

hehe
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« Reply #628 on: March 31, 2012, 03:56:28 am »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
Well, I will

Parts of it are 100% complete, the other bits are 0% complete

hehe

Programming is an iterative process; everything is 100% done until redone.
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« Reply #629 on: March 31, 2012, 04:48:49 am »

Software projects are never finished, just abandoned.
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[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.
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