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Site Author : Topic: True 3-Frame Movement  (Read 3392 times)
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August 21, 2008, 04:58:06 PM
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I saw MrMiguu's and found it kinda choppy looking. (maybe I'm just REALLY picky)
Anyway, after talking to Robin about his code for his engine, he willingly gave it to me.
Soon finding that it was horrible in Eclipse but looked nice on his game, I proceeded to edit his code for about 10-20 minutes until I came out with this tutorial.
(Also, on the off chance that anyone is using ED3... I have [after about an hour] edited it to work for that engine as well.)
_______________________________________ _________

Credit:
Robin (original code)
Electrokinesis (Eclipse 2.7[MIGHT work on others... untested] and ED3 edit)
_______________________________________ _________

Alright. It's quite a few areas to update.
Source required, of course.
(NOTE: If you find any problems or my instructions not clear enough then tell me and I'll try to get pictures to this process. Or better examples...)

First, under 'BltPlayer' in modGameLogic find where it says 'check for animation and change everything between that and the next set of green text to this:

Code: (vb) [Select]
' Check for animation
    Anim = 1
  If Player(Index).Attacking = 0 Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        If (Player(Index).yOffset > 8) Then Anim = Player(Index).Step
      Case DIR_DOWN
        If (Player(Index).yOffset < -8) Then Anim = Player(Index).Step
      Case DIR_LEFT
        If (Player(Index).xOffset > 8) Then Anim = Player(Index).Step
      Case DIR_RIGHT
        If (Player(Index).xOffset < -8) Then Anim = Player(Index).Step
    End Select
  Else
    If Player(Index).AttackTimer + 1000 > GetTickCount Then
      Anim = 2
    End If
  End If

Use the same code and same process under 'BltPlayerTop'.
______________________
Next find 'Sub processmovement' and replace the entire code (in between the lines) with this:
Code: [Select]
Sub ProcessMovement(ByVal Index As Long)

  ' Check if player is walking, and if so process moving them over
  If Player(Index).Moving = MOVING_WALKING Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        Player(Index).YOffset = Player(Index).YOffset - WALK_SPEED
      Case DIR_DOWN
        Player(Index).YOffset = Player(Index).YOffset + WALK_SPEED
      Case DIR_LEFT
        Player(Index).XOffset = Player(Index).XOffset - WALK_SPEED
      Case DIR_RIGHT
        Player(Index).XOffset = Player(Index).XOffset + WALK_SPEED
    End Select
 
    ' Check if completed walking over to the next tile
    If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then
      If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    Else
      If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    End If
  End If

  ' Check if player is running, and if so process moving them over
  If Player(Index).Moving = MOVING_RUNNING Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        Player(Index).YOffset = Player(Index).YOffset - RUN_SPEED
      Case DIR_DOWN
        Player(Index).YOffset = Player(Index).YOffset + RUN_SPEED
      Case DIR_LEFT
        Player(Index).XOffset = Player(Index).XOffset - RUN_SPEED
      Case DIR_RIGHT
        Player(Index).XOffset = Player(Index).XOffset + RUN_SPEED
    End Select
 
    ' Check if completed walking over to the next tile
    If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then
      If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    Else
      If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    End If
  End If
 
  Select Case GetPlayerDir(Index)
    Case DIR_UP
      If Player(Index).YOffset <= 0 Then
        Player(Index).YOffset = 0
      End If
    Case DIR_DOWN
      If Player(Index).YOffset >= 0 Then
        Player(Index).YOffset = 0
      End If
    Case DIR_LEFT
      If Player(Index).XOffset <= 0 Then
        Player(Index).XOffset = 0
      End If
    Case DIR_RIGHT
      If Player(Index).XOffset >= 0 Then
        Player(Index).XOffset = 0
      End If
  End Select
End Sub
_________________
Finally, in modType find 'PlayerRec' and add this after "Party As PartyRec":
Code: [Select]
Step As Byte
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August 23, 2008, 12:00:45 AM
Lelelele
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Does this just add a fourth frame? Or does it replace the attack animation?
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August 23, 2008, 12:11:53 AM
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Current frame movement is: 1,2,...
After code it's: 1,2,3,2,...

Basically, they move as intended.
I'll have a movie example sometime later today. (24th)
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August 23, 2008, 10:37:20 AM
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Current frame movement is: 1,2,...
After code it's: 1,2,3,2,...

Basically, they move as intended.
I'll have a movie example sometime later today. (24th)


So that means that we don't have a seperate attack frame, hmm well didn't use it anyways.
And does this work with paperdoll ?
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August 23, 2008, 10:47:04 AM
Lelelele
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Yeah I was wondering that too lol.
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August 23, 2008, 10:49:36 AM
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The attack frame is the same as before and yes, it works with paperdoll.
Just keep the sprites in the same order as usual.

I've tested it normal, paperdoll, and custom.
It's flawless.

EDIT: preview (recorder lagged a tiny bit)
Just sprite #2 from the original.
« Last Edit: August 23, 2008, 10:59:38 AM by Electrokinesis » Logged

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August 23, 2008, 11:01:44 AM
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That looks really cool.
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August 23, 2008, 11:06:55 AM
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Cool stuff, dude. :)
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August 23, 2008, 11:09:55 AM
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Funny.
I don't get many replies in a row until I post a gif. =P
Thanks guys. :)
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August 23, 2008, 12:02:23 PM
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Wow ima use it, would it be possible to add another frame for the attack
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August 23, 2008, 12:08:11 PM
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I suppose.
I'll look into it.
I'm dead tired right now, but I'll see what I can do.
(don't expect it soon, but I've surprised myself before)

EDIT: Wait...
What EXACTLY do you mean by adding another frame for the attack?
« Last Edit: August 23, 2008, 12:10:54 PM by Electrokinesis » Logged

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August 23, 2008, 12:15:36 PM
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Teh Uberleet
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Left Leg | Stand | Right Leg | Attack
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August 23, 2008, 12:17:10 PM
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Ah.
Gotcha.
If you'd want to remake all your spritesheets like that, then sure, I'll work on it.
If you already have one... I'd like you to PM it to me so I can properly test it as I work.
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August 23, 2008, 12:19:53 PM
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Teh Uberleet
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i can easily change the eclipse sprite sheet in like 5 minutes for that
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August 23, 2008, 07:57:25 PM
Lelelele
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This is really awesome, I tried it out, and it's flawless like you said. Thanks to Robin and You, my people don't have to look crippled, yay!
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August 23, 2008, 11:04:37 PM
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No problem. =D
Glad you like it.
I'm sure Robin'll be glad too.
Or... just throw in a sarcastic and/or witty comment.
...
Whichever.
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August 24, 2008, 11:06:34 AM
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Teh Uberleet
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How can i edit it so that it has a seperate attack frame ?
my sprites.bmp is now
RIGHT | STAND | LEFT | ATTACK
« Last Edit: August 24, 2008, 11:10:08 AM by Xeross » Logged

August 24, 2008, 11:41:17 AM
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Can you PM me one of the sprites (in all positions) so I can work on this?
I never got around to coding that version because I wouldn't have been able to test it.
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September 02, 2008, 02:09:35 PM
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This is awesome, and it works all the way back to TE.
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September 03, 2008, 12:27:54 PM
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very nice piece of code man, it works like a charm, and is easy to do :d

thanx alot.

damian666
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