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Author Topic: Pretty pictures....  (Read 25615 times)
Sirren
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« Reply #30 on: June 08, 2009, 09:25:43 PM »

My apologies if this is off topic, I couldn't find a proper thread to post this: I'm working on the raindeer walk clip and I saw that in html files in parpg agent folder walk/run animations are already defined... Are those animations already implemented? Is it already possible to test a player's sprite walk animation?
Anyway... I saw I can grab icons in the inventory screen. Trying to grab one of the daggers crashed parpg/python.
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maximinus
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« Reply #31 on: June 09, 2009, 02:50:09 AM »

There is an animation.xml file, but it essentially empty. We currently have no animation frames for the PC.
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Dave Matney
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« Reply #32 on: June 09, 2009, 03:30:59 AM »

Also, I was thinking we'll need death, and maybe running, animation for the deer.  If we're going to have hunting, that deer's going to be a prize.
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maximinus
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« Reply #33 on: June 09, 2009, 04:38:42 AM »

I'll be re-doing the map very soon for more testing purposes, so I'll get the current reindeer gfx in and we'll see how it looks  Smiley
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mvBarracuda
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« Reply #34 on: June 09, 2009, 11:32:17 PM »

Anyway... I saw I can grab icons in the inventory screen. Trying to grab one of the daggers crashed parpg/python.
Hmm, I can't confirm this bug on my win32 system. The problem might vanish if you update both FIFE and PARPG to the latest SVN revision and run cleanup_engine.bat and logbuild_engine.bat after that. I think it might be an issue with an older FIFE revision used in combination with a recent PARPG one.
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mvBarracuda
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« Reply #35 on: June 11, 2009, 02:46:08 AM »

You were actually totally right about the crash Sirren :-) I simply confused the left hand (that's displayed at the right side of the inventory) with the right one. We just tracked down the problem and commited a fix to SVN. So once you update your PARPG version, everything should work fine.
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maximinus
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« Reply #36 on: June 13, 2009, 08:53:04 AM »

You can now right-click doors to move to another level:

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Dave Matney
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29640090 naveofhearts@hotmail.com naveking matneyx
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« Reply #37 on: June 13, 2009, 03:39:24 PM »

You can now right-click doors to move to another level:

I thought we were shooting for Fallout like buildings? Disappearing ceilings 'n all that, and highlighted doors for stairs down (though we hadn't figured anything for building up).
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mvBarracuda
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« Reply #38 on: June 13, 2009, 08:29:58 PM »

Nope, we've agreed upon implementing buildings the InfinityEngine way: as separate interieur maps. In case it turns out to be a major gameplay hassle, we can still reconsider the decision but for now we'll stick to it and see how well it works out.
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maximinus
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« Reply #39 on: June 15, 2009, 05:33:29 AM »

Nope, we've agreed upon implementing buildings the InfinityEngine way: as separate interior maps.

And here is our very first interior map, with exit door working and everything!

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Dave Matney
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« Reply #40 on: June 15, 2009, 05:49:32 AM »

So awesome. Smiley
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Zimble
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« Reply #41 on: June 15, 2009, 07:12:04 AM »

Man, you guys have been pretty busy. That looks damn sweet.  Shocked
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maximinus
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« Reply #42 on: June 15, 2009, 08:58:45 AM »

Hopefully we can have something actually IN the building later as well - just reliant on the gfx...
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Imons
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« Reply #43 on: June 15, 2009, 01:21:04 PM »

looks very nice. hope i can start to contribute to the project very soon.
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maximinus
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« Reply #44 on: June 15, 2009, 03:52:54 PM »

And tweaked a little:

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