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Post by wraith on Mar 31, 2018 21:08:01 GMT -5
Even on the game, like street fighter, is it better to use drawtilesync than sprites? For the players characters It's best to use sprites as player characters. But to not confuse op who needs help learning to load tiles and animate first...
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Post by samgomes100 on Apr 2, 2018 1:44:29 GMT -5
3d animation maker : Chaar Sahibzaade, the first stereoscopic 3D animated movie on Sikh history is based on the actual story of sacrifices of the four sons of Guru Gobind Singh (the 18th Century spiritual leader of the Sikh community)– Baba Ajit Singh, Baba Jujhar Singh, Baba Zorawar Singh and Baba Fateh Singh. Produced by Pammi Baweja and directed by Harry Baweja, Chaar Sahibzaade released on 6th November 2014 in Punjabi, Hindi and English in 400 screens across 31 countries, and has received an overwhelming response from the audience across the globe. The movie has been praised for its emotional and unbiased portrayal of one of the most important chapters in Sikh history.
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Post by emuvvx on Apr 4, 2018 1:52:58 GMT -5
Applause to you for artistic creativity. (...) Dude, are you complimenting me? Oh, don't make me blush. And thank you all for all the help you guys gave me!
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Deleted
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Post by Deleted on Apr 4, 2018 13:38:37 GMT -5
You can’t use drawtiles on sprites, only backgrounds. You could do this, but how do you intend on having 2 characters on a single plane move around in different directions?
Multiple sprites are the way to go in this instance.
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Post by emuvvx on May 5, 2018 0:22:29 GMT -5
Guys, I need help again. My previous dev team I was working with was dissolved, some dissidents prevailed in touch with me.
One of them is trying to teach me how to work with sprites. He said I need to take a drawing of my character in the computer, reduce its resolution and color depth with IrfanView and slice it in equal parts with Photoshop in squares of 32x32 px (I'm using the old 2003's CorelDRAW 12 to do this).
After this, he said to open any piece in Imagenesis and save as .txt to the SGTD be able to open the tiles. He said its possible to join all the pieces of the sliced figure and they share the same pallette with SGTD.
There is an option to export to .bin the tiles in SGTD, but I saw nothing about how several 32x32 px tiles share the same pallette.
I believe that a sample code I have (It is not the point) can mount my character on screen if It's in 32x32 px chunks, and using one 16 color pallette. Is this right?
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Post by Deleted on May 5, 2018 6:38:00 GMT -5
Sprites can be a tad confusing in the beginning. I won't get into the usage of the tools, because every team and/or developer may use different (or custom) tools.
Sprites can range between 1x1 tile (8x8 pixels) to 4x4 tiles (32x32 pixels). This is important to remember, because a scanline can only display 320 "sprite pixels" at a time, and this includes transparent pixels in sprites as well as sprites that are off-screen. Anything after the 320th sprite pixel is ignored and not displayed, though your code will still treat it as though it were there.
Sprite tiles have to be loaded into memory in a sequential order (i.e., they must sit next to each other in VRAM). They're also drawn in the vertical direction rather than horizontal like you normally do for backgrounds.
I.e., the tiles are drawn in this order:
1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16
rather than this:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
How you generate your tiles is up to you (SGTD!!, Retro Graphics Toolkit, etc). If they are displaying out of order, you'll need to rearrange the tiles either before exporting, or by hand. You can only assign 1 palette to a sprite, so if you need more palettes, you need to use multiple sprites to generate a meta sprite.
Here's an example of how to create a sprite in code and display it on screen:
Dim MySprite As Integer MySprite = AddSprite(1,1) ' Creates a 1x1 tile sprite, or 8x8 pixel sprite PropSprite MySprite,1,0 ' Sets the VRAM start point to 1, and we're using Palette 0 MoveSprite MySprite,128,128 ' Positions the sprite to the visible screen. 128,128 = "0,0" ' on the visible screen.
Hope this helps
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Post by emuvvx on May 5, 2018 13:55:00 GMT -5
Yeah, man. Nice information. Thanks. I'll retain this you taught me for later, because it's useful.
The problem is I'm needing some lessons focused on the tools. I'm using Imagenesis 4000 beta (to save in .txt for SGTD), SGTD beta 0.51 and BasiEgaXorz for the code.
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Post by Oruam on May 16, 2018 11:40:40 GMT -5
Some new Photoshop tecnic to make cenarios!
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Post by Oruam on May 18, 2018 8:48:59 GMT -5
New stages! Attachments:
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Post by emuvvx on May 21, 2018 16:42:46 GMT -5
Seizing the opportunity, take a look at my video tutorial, teaching how to photograph sheets of paper and turn a cell phone into a scanner. But the video is in Brazilian Portuguese (English version at any time). www.youtube.com/watch?v=RsulDXlDyuoNow is in english. Yeah, my speech is poor! I'm no narrator. But you all are smart enough to figure out what I'm saying, although some gaffes. www.youtube.com/watch?v=tlYICRIEctE
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Post by emuvvx on Jun 12, 2018 17:46:44 GMT -5
Guys, help again. Due to lots of help from alexmega, I adapted his code at some degree. But the background doesn't scroll - after some modifications of us - and he isn't with time enough to help me or he also don't know the solution. I'm having problems to scroll the background and the palette is being misused in one of the frames and in the other it is not displaying perfectly. Some things in the code I don't understand and I did lots of things to try to figure out them. frame_1: datafile Lolli_SGTD.bin,BIN
frame_2: datafile Lolli_2ndFr.bin,bin
Lolli_2ndFrPAL: datafile Lolli_2ndFrPAL.bin,bin
loadtiles frame_1 ,96,1000
palettes Lolli_2ndFrPAL,3,0,16
quadro_1=addsprite(4,4)
quadro_2=addsprite(4,4)
quadro_3=addsprite(4,4)
quadro_4=addsprite(4,4)
quadro_5=addsprite(4,4)
quadro_6=addsprite(4,4)
quadro_7=addsprite(4,4)
quadro_8=addsprite(4,4)
propsprite quadro_1,1000,3
propsprite quadro_2,1000+16,3
propsprite quadro_3,1000+32,3
propsprite quadro_4,1000+48,3
propsprite quadro_5,1000+64,3
propsprite quadro_6,1000+80,3
propsprite quadro_7,1000+96,3
propsprite quadro_8,1000+112,3
x=200 'x and y controls background drawing
y=240
px=0 'px and py give limits to BG scrolling
py=0
loadtiles ryu_tile_A,620,1
loadtiles ryu_tile_B,262,621
'Ryu's stage from SFA 2 (SNES) ripped by Omega
'Giving credit to the author
ryu_tile_A: datafile ryu_tile_A.bin,BIN
Ryu_mapa_A: datafile ryu_mapa_A.bin,BIN
ryu_cor_A:
DATAINT $0CAE,$0200,$0400,$0442,$0664,$0686,$0822,$0840
DATAINT $0E84,$0A8A,$0C64,$0C62,$0820,$0EA8,$0ECA,$0EEE
ryu_tile_B datafile ryu_tile_B.bin,BIN
Ryu_mapa_B: datafile ryu_mapa_B.bin,BIN
ryu_cor_B:
DATAINT $0600,$0800,$0884,$08A8,$08A6,$0AC8,$0ACA,$0CEC
DATAINT $0EEC,$0840,$0400,$0A00,$0C00,$0E00,$0E22,$0000
SetGfxPlane Scroll_A
PALETTES ryu_cor_A,0,0,16
Dim Ryu_mapa_A(27,55) As Integer
Reload Ryu_mapa_A
For y=0 To 27
For x=0 To 55
ReadInt Ryu_mapa_A(x,y)
Next x = 0
Next y = 0
For y=0 To 27
For x=0 To 55
DrawTile Ryu_mapa_A(x,y)+Palette(0)+1,x,y
Next x
Next y
SetGfxPlane Scroll_B
PALETTES ryu_cor_B,1,0,16
Dim Ryu_mapa_B(19,39) As Integer
Reload Ryu_mapa_B
For y=0 To 19
For x=0 To 39
ReadInt Ryu_mapa_B(x,y)
Next x = 0
Next y = 0
For y=0 To 19
For x=0 To 39
DrawTile Ryu_mapa_B(x,y)+Palette(1)+621,x,y
Next x
Next y
ENABLE SCREEN
main:
waitraster 1
BGCOLOR 1,10
j=joypad(0)
movimento_quadro=movimento_quadro+1%31
'frame_movement=frame_movement+1%31 controls the 2 frames animation
'of the character in stand mode
if movimento_quadro>=14 then
loadtiles frame_1 ,96,1000
endif
if movimento_quadro>=30 then
loadtiles frame_2,96,1000
endif
c=j
if j(0).2 then
px--
x++
endif
if j(0).3 then
px++
x--
endif
If px < 140 then px = 140
If px > 360 Then px = 360
setscrollmode hscroll_line,vscroll_overall
for py=0 to 224
scroll right, py
next
for y=0 to 224
setscrollplane scroll_A
SCROLL2 RIGHT,x<<1-120,y 'I don't know what I'm doing here
if x<<1-1 then 'and here down
x=0
endif
next
movesprite quadro_1, px,py
movesprite quadro_2, px+32,py
movesprite quadro_3, px,py+32
movesprite quadro_4, px+32,py+32
movesprite quadro_5, px,py+64
movesprite quadro_6, px+32,py+64
movesprite quadro_7, px,py+96
movesprite quadro_8, px+32,py+96
goto main
Lolli_SFA2.bin (53.13 KB) So, folks... please help again.
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Post by alexmega on Jun 18, 2018 5:57:07 GMT -5
Good morning, follow the corrected code. Lolli.bin (53.17 KB)
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Post by alexmega on Jun 18, 2018 21:49:01 GMT -5
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Post by emuvvx on Jun 19, 2018 22:54:44 GMT -5
Thanks, alexmega.
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