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Author Topic: Official PyGG2 Development thread  (Read 142835 times)

Orpheon

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Re: Official PyGG2 Development thread
« Reply #585 on: March 27, 2012, 12:19:02 pm »

Need any sprites done? I'm like a spriter or something.
Hmm.

Yeah.

Go think about how the sprite system should ideally be (probably torso-leg separated), and go cut up the sprites to fit with that. We can do the code, but I have no experience judging what the best and most practical thing is, because I have never made a (good) spritemod.
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Nukleus

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Re: Official PyGG2 Development thread
« Reply #586 on: March 27, 2012, 03:58:18 pm »

... Why separate legs and torso?
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notajf

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Re: Official PyGG2 Development thread
« Reply #587 on: March 27, 2012, 04:40:34 pm »

... Why separate legs and torso?
Less sprites?
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #588 on: March 27, 2012, 04:41:35 pm »

... Why separate legs and torso?
Less sprites, more flexible system for changing stuff, easy way to add hats, etc...
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Rodoval

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Re: Official PyGG2 Development thread
« Reply #589 on: March 27, 2012, 05:04:39 pm »

... Why separate legs and torso?
Less sprites, more flexible system for changing stuff, easy way to add hats, etc...
Planning everything ahead I see...
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read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.

Dusty

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Re: Official PyGG2 Development thread
« Reply #590 on: March 27, 2012, 05:48:24 pm »

Wouldn't it actually be more sprites? there's 20 sprite sheets now (which are all divided into 5 sprites, so 100 sprites)... wait hm, I guess it would be just about the same, possibly even less if you made the intel into it's own sprite too.

NAGN

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Re: Official PyGG2 Development thread
« Reply #591 on: March 27, 2012, 06:25:51 pm »

who cares about the total number of sprites, its a more convenient way to splice up animations as well as implement things such as removable accessories
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #592 on: March 27, 2012, 08:17:23 pm »

So frankensprites. Got it.

Are you gonna stick to rotating weapons or do you wanna make an individual frame for each aim direction (via torso)
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #593 on: March 28, 2012, 03:18:21 am »

So frankensprites. Got it.

Are you gonna stick to rotating weapons or do you wanna make an individual frame for each aim direction (via torso)
360 sprites? What?

No, we're probably going to stick to rotating weapons, unless someone finds a good reason not to.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #594 on: March 28, 2012, 03:44:50 am »

So frankensprites. Got it.

Are you gonna stick to rotating weapons or do you wanna make an individual frame for each aim direction (via torso)
360 sprites? What?

No, we're probably going to stick to rotating weapons, unless someone finds a good reason not to.
What? No. Cardinal and Intermediate directions.
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Dusty

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Re: Official PyGG2 Development thread
« Reply #595 on: March 28, 2012, 08:27:36 am »

Technically it's only 5 sprites for cardinal/intermediate directions, and 180 for everything else, because you flip the sprite.

Orpheon

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Re: Official PyGG2 Development thread
« Reply #596 on: March 28, 2012, 09:19:43 am »

Still am not seeing what advantages this gives over rotating weapons, and why it would be worth it.
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Lorgan

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Re: Official PyGG2 Development thread
« Reply #597 on: March 28, 2012, 09:25:13 am »

Still am not seeing what advantages this gives over rotating weapons, and why it would be worth it.
non-bitmix i guess?
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #598 on: March 28, 2012, 09:33:10 am »

Still am not seeing what advantages this gives over rotating weapons, and why it would be worth it.
non-bitmix i guess?
Why should this influence bitmixing?
« Last Edit: March 28, 2012, 09:33:19 am by Orpheon »
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Lorgan

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Re: Official PyGG2 Development thread
« Reply #599 on: March 28, 2012, 09:53:04 am »

Uh, if you make the sprites of the weapons yourself you can make sure that it isn't bitmixed. Currently the weapons are bitmixed when your aimdirection isn't 0, 90, 180 or 270 degrees because of the rotation. There is probably another reason, i dunno.
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