Arcen Games

General Category => A Valley Without Wind 1 & 2 => AVWW Mods & Maps => Topic started by: nanostrike on May 05, 2012, 06:28:14 am

Title: Question about Character modding
Post by: nanostrike on May 05, 2012, 06:28:14 am
I've been working on modifying the existing characters to pop in sprites from various video games I like and so far it's going well, but I have one question.

It's regarding the Walking Animation.  It's a page of sprites.  And there are enough sprites to make the animation last for 22 frames.  However, there are blank spaces on the page after it.

So my question is...are the walking animations locked at that 22 frame limit, or will the game look for more than 22 frames?  And would it work with LESS than 22 frames?

I ask because 22 is somewhat of an odd number for animation frames.  Most that I'm stumbling across have either 8, 12, 16, 18, or 24 frames and trying to convert those to 22 frames can be troublesome and look awkward.  Any input from the devs would be appreciated.  Thanks!
Title: Re: Question about Character modding
Post by: Tallgeese on May 07, 2012, 04:08:20 pm
I have a related question: will PNGRenamer suffice for creating walking dictionaries?

I ask because it seems to only create square dictionaries. It'll create 1024x1024 dictionaries with 32 frames, but refuses to create 1024x512 walking sprite dictionaries.

It's simple enough to splice them together, but still.
Title: Re: Question about Character modding
Post by: x4000 on May 07, 2012, 06:40:20 pm
1. The animations are always locked at whatever number of frames they actually have visible.  So for characters that's usually but not always 22.  For particle effects it varies.

2. Yes, the PNGRenamer will work great for creating the dictionaries, but the older version 2 that was previously posted was a little wasteful with space.  Still would work just fine, but that would account for the differences in shape and so on.  I've attached v3, which is much better.
Title: Re: Question about Character modding
Post by: Tallgeese on May 07, 2012, 06:48:43 pm
Thank you for the new PNGRenamer.
Title: Re: Question about Character modding
Post by: x4000 on May 07, 2012, 06:49:16 pm
You bet!  I also updated the original thread about it.
Title: Re: Question about Character modding
Post by: Tallgeese on May 07, 2012, 07:53:44 pm
Just for a clarification, you can't use anything other than 22 frames for the walking animations, right?

I'm asking again because I'm not sure if you meant that, or if you meant "the game will check the sheet you have for the number of visible frames and lock it at that". To me it could be read either way.
Title: Re: Question about Character modding
Post by: x4000 on May 07, 2012, 07:56:46 pm
Just for a clarification, you can't use anything other than 22 frames for the walking animations, right?

I'm asking again because I'm not sure if you meant that, or if you meant "the game will check the sheet you have for the number of visible frames and lock it at that". To me it could be read either way.

Whatever number of frames are in the original animation, you need to keep to that.  For all the human characters that's 22 frames; for some of the monsters and I think the neutral skelebots, that can be 23 or 30 or other numbers.  As long as you match what was originally there, you're good to go.
Title: Re: Question about Character modding
Post by: Tallgeese on May 07, 2012, 08:06:48 pm
Thank you. I am sorry to have made you answer again.

I wonder... would it be technically possible to allow for some kind of override file with texture packs that would be able to change the default number of frames for some animations (mainly something innocuous like walking)? Or would that cause some kind of problem if one guy on an MP server has one character mod and another guy has a different one?
Title: Re: Question about Character modding
Post by: x4000 on May 07, 2012, 08:22:24 pm
No worries on the response!

While technically feasible -- there's no desync risk with mods -- it would be a heavy overhaul to allow that sort of setting of numbers of frames and all that externally. That has other code implications as well, and I don't see a situation in the coming months where that would be of high enough priority to warrant doing that instead of other features, honestly. Not to rain on the parade, just also not to misrepresent our intentions.
Title: Re: Question about Character modding
Post by: nanostrike on May 08, 2012, 01:33:42 am
Does PNG Renamer actually align the frames?

The big issue I have is that most of my walking animations come from Sprite Sheets, so I'm having to manually rip out the frames and try to line them up as best as I can.  If there's some way PNG Renamer can automatically do that if I can separate the images, that'd help things a LOT.  Sadly, I'm getting the impression that it probably doesn't do that.

Also, if you only have a few frames (Like 12 or so), will PNG renamer duplicate some of them to fill in the rest of the 22 frames?  Or is that something that has to be done manually.
Title: Re: Question about Character modding
Post by: Tallgeese on May 08, 2012, 01:54:33 am
What do you mean by "align" here? As in center them? It can do that if you trim off all the whitespace...
Title: Re: Question about Character modding
Post by: x4000 on May 08, 2012, 09:46:48 am
Does PNG Renamer actually align the frames?

The big issue I have is that most of my walking animations come from Sprite Sheets, so I'm having to manually rip out the frames and try to line them up as best as I can.  If there's some way PNG Renamer can automatically do that if I can separate the images, that'd help things a LOT.  Sadly, I'm getting the impression that it probably doesn't do that.

If you look at the original thread on PNG Renamer, it explains all its various functions.  Some of them like Trim Character, can be used for scaling stuff down and centering them at the bottom of the frame.  But that's not going to work if your art is already not quite the right size.  What you really want to do is make a photoshop script or similar in some other tool to align them to the bottom-center.

Also, if you only have a few frames (Like 12 or so), will PNG renamer duplicate some of them to fill in the rest of the 22 frames?  Or is that something that has to be done manually.

Nope, you'd have to do that manually.
Title: Re: Question about Character modding
Post by: nanostrike on May 08, 2012, 10:54:57 am
If you look at the original thread on PNG Renamer, it explains all its various functions.  Some of them like Trim Character, can be used for scaling stuff down and centering them at the bottom of the frame.  But that's not going to work if your art is already not quite the right size.  What you really want to do is make a photoshop script or similar in some other tool to align them to the bottom-center.

Alright, that helps a lot.  I think I can rig up a script or something like that.  Thanks!
Title: Re: Question about Character modding
Post by: x4000 on May 08, 2012, 10:56:12 am
Sure thing!
Title: Re: Question about Character modding
Post by: Tallgeese on May 08, 2012, 11:25:00 am
One more question about characters (and textures in general).

I remember you saying at one point that altering the size of textures is a bad idea since it would cause distortion. Does this prohibition still hold if you, say, exactly double the original dimensions? I'm assuming if you did it on characters it'd make them twice as large so that is a bad idea (due to hitboxes), but what about terrain textures?
Title: Re: Question about Character modding
Post by: x4000 on May 08, 2012, 11:29:50 am
I remember you saying at one point that altering the size of textures is a bad idea since it would cause distortion. Does this prohibition still hold if you, say, exactly double the original dimensions?

If you alter the size of characters specifically, it won't cause distortion -- it will just use the original dimensions from within there for the frames.  So you'll get stuff chopped up and blipping around as part of frames, is what I meant.

For background textures that are tiled, you can size those however you want with no problems as long as they are a power of two.
Title: Re: Question about Character modding
Post by: nanostrike on May 08, 2012, 09:52:00 pm
So...  PNG Renamer is very helpful.

But hilariously, I've managed to crash PNG Renamer at least 20 or 30 times.  It really doesn't like it if you have two different numbering schemes (Accidentally) going on in the same folder.  It had a grade A freakout when it saw that I had both 'Walking_01" and "Walking_001" in the same folder.

Likewise, if the names are switched, even if the numbers are continued, it freaks out. 'Walking 1 to 14', followed by a typo'd "Walkiing 15-18" makes it crash.
Title: Re: Question about Character modding
Post by: x4000 on May 08, 2012, 09:57:17 pm
Yep, it's something I made for my own personal use, not really for public consumption.  However, since some folks wanted it I made it publicly available -- no warranty express or implied in it, though. ;)  It's not something I care to support as a product, but since it's useful I made the source code available for anyone to take and do with what they will.

PNGRenamer was basically just my repository for "quick things I can code up to let me work around stuff Photoshop won't let me do."
Title: Re: Question about Character modding
Post by: nanostrike on May 08, 2012, 10:48:34 pm
Yep, it's something I made for my own personal use, not really for public consumption.  However, since some folks wanted it I made it publicly available -- no warranty express or implied in it, though. ;)  It's not something I care to support as a product, but since it's useful I made the source code available for anyone to take and do with what they will.

PNGRenamer was basically just my repository for "quick things I can code up to let me work around stuff Photoshop won't let me do."

It's an awesome program and I'm not saying it's not good.  I just thought it was hilarious that I crashed it so many times.

It felt like I got a new toasted and burned a house down with it.


I particularly liked the part where my mouse button started freaking out when I clicked "Duplicate", and I ended up with somewhere around 400 frames before I got the button working right.
Title: Re: Question about Character modding
Post by: x4000 on May 08, 2012, 10:50:56 pm
 ;D
Title: Re: Question about Character modding
Post by: nanostrike on May 09, 2012, 03:00:07 am
Also, I just wanna say to be careful using the "Duplicate Frames" for walking animations.  For the longest time, I thought it was just copying the frames.  But it actually reverses them, which causes some downright bizarre walking animations.

Watching Zero take 3 steps forward, then moonwalk 3 steps, then 3 more steps forward...it's really trippy, but not exactly what I was going for!