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Dblhack Games

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A member registered Jul 09, 2024 · View creator page →

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Hmm, now I am confused.  When I did a search in the chargen.pak for *fish*, four files showed up.  fishingpole.mainhand,  character_large_fish.anim,  fishingpole_hurt_fb.png,  fishingpole_fish_front.png,  and fishingpole_walk_mb.png.  None of these files have 4 X 12 columns (in the .png).  All along I assumed you were telling me that I would need to somehow combine the fishingpole animations (by themselves found in fishingpole_fish_front.png) with the empty exported character animations in order to create the character animation with the fishing pole, just as you did in your tool.  Again, an assumption.

But perhaps I confused you.  When I export my character with the fishing pole, I do get the walking animations with the fishing pole and they are in a 4 X 8 layout in the exported file.  But where the animations should be for the casting with the fishing pole just has the character without the fishing pole and they are in a 4 X 5 layout. Again, regardless of what 3 letter code I use, it all looks the same.

Dblhack

Ok, I do see the fishing pole animations.  These are the fishing pole by itself.  Would you share how you connected these animations to the character in your tool?  I see one .png file with 3 rows and 11 columns, but I am not sure if they are for forward, backward, left, right, etc.

Dblhack

Hi, 

I can't find any file with the _fish.png suffix.  I looked inside the chargen.pak file and I don't see any files like that.  Honestly, your attempt of adding the fishing pole animation to your tool is very good in my opinion.  I guess I will need to reproduce that effort.

Also, if I could add one suggestion as far as exporting goes.  I would like to see an animation shortcut such as WPN that would be smart about the weapon selected and just export that.  Let me try and be a bit more clear.  For example, if my main weapon is a spear, instead of using THR, I could use WPN and this way the same .ini file could be used for all weapons.  Now, I have to modify the .ini when the weapon changes to use THR, SHT, etc. If my character now has a bow, I don't have to change to SHT in the .ini file.  I believe you know what the weapon is anyway since you include it in the export.

This makes sense for me as I need to make numerous exports depending on what the character is wearing and the weapon.  I hope this is clear.

Dblhack (Rick)

I think I found a bug, or I have a misunderstanding.  I am trying to export a character with the fishing pole, and I have no trouble doing walk (it comes out with the character holding the fishing pole), but the ACTION codes (THR, CST, SLA, SHT, and ISL) come out with the character not holding the fishing pole.  I know the attack key (space) in the tool will show the animation for using the fishing pole, but I just can't seem to export it.  What am I doing wrong.  BTW, I can make all of my other weapons (including sling shot) export with layout file.

Thank you again for a great tool,

Dblhack

Hi, I've been going through your tutorials, and I am interested in your asset pack, but I am curious why you selected 16x16, and not 32x32 etc. Perhaps you did mention your thinking on tile and asset sizes, but I didn't catch it.  Would you please explain?

Thank you for the really fast response (good to see).  I love the fact that I can control the export.  I do need to figure out a way to merge the exports because in my game I want to have the players acquire the weapons and that means they will have multiple weapons, and I will need to control when they use them.   So, I would like to have one sprite sheet with multiple weapons in it, but I will use something like Aesprite to merge the sheets.  Excellent work on your app.  You did a wonderful job and a great service to the gaming community.

Excellent tool.  This will really help me.  I am having trouble getting the export to do what I want.  My character has a shield in one hand and a sword in the other.  I want to configure my layout to export the character holding nothing.  The instructions in the release notes for version 0.7 indicate:

  • The next parameter, when present, defines what the character is holding (if not set, value 1 is used).
    • 0 - Paint the sprite without any weapon
    • 1 - Paint the sprite with the primary weapon
    • 2 - Paint the sprite with the alternate weapon

I am using the following:  

[ "WLK_DN_0_0", "WLK_DN_0_1", "WLK_DN_0_2", "WLK_DN_0_3", "WLK_DN_0_4", "WLK_DN_0_5", "WLK_DN_0_6", "WLK_DN_0_7"]

Indeed, it exports without the sword, but with the shield.  Am I missing something?

Thanks