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Author Topic: Walriimon  (Read 9678 times)

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Offline Scipi

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Re: Walriimon
« Reply #45 on: March 04, 2016, 04:56:13 pm »
Can you import them into one large pic, but BLIT that pic to only show the Walrii you need? That's what I do on the HP Prime with any graphics I use, otherwise it would take too long to import 150+ sprites one by one.

It's possible to do that, yeah, but unfortunately not all Walrii are the same size, so I'd have to custom set each one anyways. Plus I have to do things like descriptions, encounter rates, movesets, and stats for each anyways, so importing each sprite isn't a whole lot of overhead, relatively speaking.
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Offline p4nix

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Re: Walriimon
« Reply #46 on: March 04, 2016, 08:01:00 pm »
Will you have your own file format for your pokemons? Then you could even put the filenames for your sprites in there...
Together with a nice little self-written tool, you could edit that stuff quite fast. Also, memory isn't expensive on PC anyway, and looping through your files 'one-dimensional' is easier than picking 'two-dimensional' from a sprite sheet - especially with different sizes of your walriimons :P

Just my thoughts, but I bet you have long thought of this better than me.
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Offline Jkolade936

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Re: Walriimon
« Reply #47 on: March 04, 2016, 08:51:20 pm »
Will you have your own file format for your pokemons? Then you could even put the filenames for your sprites in there...
Together with a nice little self-written tool, you could edit that stuff quite fast. Also, memory isn't expensive on PC anyway, and looping through your files 'one-dimensional' is easier than picking 'two-dimensional' from a sprite sheet - especially with different sizes of your walriimons :P

Just my thoughts, but I bet you have long thought of this better than me.
What would the format be? .WMS(walriimon sprite)?
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Re: Walriimon
« Reply #48 on: March 05, 2016, 03:57:26 pm »
That's up to your imaginaaatioooon. It would be more like a Walriimon Data File though.
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Re: Walriimon
« Reply #49 on: March 07, 2016, 06:02:34 am »
Can you import them into one large pic, but BLIT that pic to only show the Walrii you need? That's what I do on the HP Prime with any graphics I use, otherwise it would take too long to import 150+ sprites one by one.

It's possible to do that, yeah, but unfortunately not all Walrii are the same size, so I'd have to custom set each one anyways. Plus I have to do things like descriptions, encounter rates, movesets, and stats for each anyways, so importing each sprite isn't a whole lot of overhead, relatively speaking.
Can't you just specify the size in the Walrii data, though? That's what I would do for an HP Prime Pokéwalrus game, since BLIT allows using sprites of any size (including scaling them)
offtopic sidenote:
@DJ Omnimaga indexing your sprite files (headerless of course) saves RAM :P
What do you mean by indexing sprite files? I don't think this feature is available on the HP Prime.
« Last Edit: March 07, 2016, 10:38:03 pm by DJ Omnimaga »
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Re: Walriimon
« Reply #50 on: March 19, 2016, 09:48:44 am »
What do you mean by indexing sprite files? I don't think this feature is available on the HP Prime.
I don't have a HP Prime. But if you have like a folder SPRITES on your calculator, you could name the images in it img000, img001, img002 and so on. It will also allow you to load them quickly in the program.
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Re: Walriimon
« Reply #51 on: March 19, 2016, 02:15:13 pm »
The HP Prime lacks folder support for external files :P
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Offline Jkolade936

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Re: Walriimon
« Reply #52 on: March 21, 2016, 01:46:53 pm »
@Scipi ,how's this project so far? And does it have graphic card dependencies? I have a Windows 10 computer that was formerly Vista, and I still have OpenGL 1.1.
Will I be able to play this when it's complete?
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Re: Walriimon
« Reply #53 on: March 21, 2016, 11:06:43 pm »
@Scipi ,how's this project so far? And does it have graphic card dependencies? I have a Windows 10 computer that was formerly Vista, and I still have OpenGL 1.1.
Will I be able to play this when it's complete?

It's a bit slow going atm, since I'm working on another project to better learn Godot before continuing, but it's certainly not dead or even on hold.

I'm not sure if Godot's 2D API is completely independent of it's 3D engine, but the minimum requirement as far as I can tell is OpenGL 2.1.
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Re: Walriimon
« Reply #54 on: March 22, 2016, 05:13:00 am »
Strange that 2D API's would have such high requirements, especially considering the SNES capabilities.

By the way, you should post about your other project if it's another program you plan to release :)
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Re: Walriimon
« Reply #55 on: March 22, 2016, 06:49:04 am »
Strange that 2D API's would have such high requirements, especially considering the SNES capabilities.

By the way, you should post about your other project if it's another program you plan to release :)

I'll be revealing the other project along with a Kickstarter campaign once I have enough done to show. For now it's under wraps, though. ;)

Godot's 2D engine supports things like 2D lighting, normal mapping, particle effects, etc. With all that stuff, it may need a high OpenGL version. And actually, most 2D engines nowadays are really 3D engines with the an orthographic camera aligned to one of the axes. Not sure if Godot does that though.
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Re: Walriimon
« Reply #56 on: April 06, 2016, 02:18:28 am »
Ah I see. And yeah I wish they still sometimes did 2D engines that are lightweight for the purpose of making it easier to port games to old school hardware or stuff like that. Anyway, good luck @Scipi and I can't wait for more progress on Walriimon and your other games :)
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Offline Jkolade936

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Re: Walriimon
« Reply #57 on: April 06, 2016, 07:50:50 pm »
Yeah, progress is always a good thing. :)
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