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Author Topic: Official PyGG2 Development thread  (Read 162585 times)

Orpheon

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Re: Official PyGG2 Development thread
« Reply #600 on: March 28, 2012, 09:59:29 am »

Uh, if you make the sprites of the weapons yourself you can make sure that it isn't bitmixed. Currently the weapons are bitmixed when your aimdirection isn't 0, 90, 180 or 270 degrees because of the rotation. There is probably another reason, i dunno.
Huh.

You'd still need 180 different torso sprites for each class/weapon pair, which makes it both a pain to add and a pain to use later.

Removing bitmixing (something that's very hard to notice on that scale) isn't worth it imo.
« Last Edit: March 28, 2012, 09:59:42 am by Orpheon »
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #601 on: March 28, 2012, 10:07:58 am »

Still am not seeing what advantages this gives over rotating weapons, and why it would be worth it.
Aesthetic thing.
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Ruirize

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Re: Official PyGG2 Development thread
« Reply #602 on: March 28, 2012, 11:24:14 am »

And the satisfaction of knowing that you finally fixed the fucking arm-detachment glitch.
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Psychopath

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Re: Official PyGG2 Development thread
« Reply #603 on: March 28, 2012, 12:42:35 pm »

And the satisfaction of knowing that you finally fixed the fucking arm-detachment glitch.
That can be remedied easily once the torsos and legs are separated.

Things can go a step even further by separating the arms from the weapons and having the backmost arm rendered first, then the character's torso, then their weapon, and then their frontmost arm. The torso can use an "orthogonal" aiming to give the appearance that the player's upper body is angling upward or downward so that the arms pivoting around don't look as if they are unnaturally pivoting around their stomach or something.

Separating the weapons from the character sprites also allows for the possibility of alternate weapons to be easier to integrate as it wouldn't require people to redraw the arms nor taunt animations to accommodate them. But that's a pipe dream right now, getting the foundation set up is a much higher priority.

I'll see if I can doodle a diagram of what I mean, I'm not the best at putting it into words.
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Machidro

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Re: Official PyGG2 Development thread
« Reply #604 on: March 28, 2012, 02:10:20 pm »

Uh, if you make the sprites of the weapons yourself you can make sure that it isn't bitmixed. Currently the weapons are bitmixed when your aimdirection isn't 0, 90, 180 or 270 degrees because of the rotation. There is probably another reason, i dunno.
Huh.

You'd still need 180 different torso sprites for each class/weapon pair, which makes it both a pain to add and a pain to use later.

Removing bitmixing (something that's very hard to notice on that scale) isn't worth it imo.
 

This. If you make 180 subimaged sprites, not only will it take up an ungodly amount of time to fix the weapons we already have, it would, in the future, effectively ensure another sprited weapon will never be added. For example, lets say in the future you wanted to add one more sprited weapon to each class. The job without rotation suddenly becomes a monster, where instead of only having to make around 20 or so subimages (each class standing, firing, and potentially reloading) to requiring 1800 subimages, if you include quote. This is assuming you only want one alternative weapon per class sprited, if you want more, multiply.

So, in the long run, it will damage production of the game in order to correct a few weird looking pixels. Bad idea is bad idea.

Also, avoiding the issue by designing only cardinal directions/diagonals looks stranger than a little bitmixing anyways, suddenly you're no longer shooting from your gun. Plus, ugly aim snap and no more full gunspins.
« Last Edit: March 28, 2012, 02:14:54 pm by Tiscooler »
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #605 on: March 28, 2012, 04:30:01 pm »

Jesus I'm surrounded by aesthetic casuals.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #606 on: March 28, 2012, 09:22:11 pm »

we don't need 180 sprites, probably around 3 will do to distinguish between aiming up and aiming perfectly horizontal (slouching) and aiming down

This doesn't fix the floating hands issue, but it does make the sprites look a bit more active
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #607 on: March 28, 2012, 11:06:45 pm »

Well, if it were the entire torso sprite (rather than just the weapon), the floating hands thing is a non-issue.

Also for your consideration,

If we make a sprite for each cardinal and intercardinal direction (8 frames)(45, 90, and etcetera), we can make it so each frame covers 15 degrees above and below them. Therefore, if someone is aiming 75 to 105 degrees (the blue area), their sprite will be aiming upward.

We would only need eight frames for this, or realistically four since it's probably just gonna be flipped or something. The only problem is a class like say, the Heavy. That minigun is fucking huge and it might just be easier to have a separate sprite in that case. That's besides the point, what I'm getting at is the relatively low number of sprites we'd need.
« Last Edit: March 28, 2012, 11:07:16 pm by ♫Sani♫ »
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nightcracker

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Saniblues

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Re: Official PyGG2 Development thread
« Reply #609 on: March 29, 2012, 02:50:10 am »

The idea of having frames for aiming gives sprite modders something new to work with. It could always be a togglable option, of course, so low-level sprite modders can work with the old system.
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I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #610 on: March 29, 2012, 04:39:47 am »

Well, if it were the entire torso sprite (rather than just the weapon), the floating hands thing is a non-issue.

Also for your consideration,

If we make a sprite for each cardinal and intercardinal direction (8 frames)(45, 90, and etcetera), we can make it so each frame covers 15 degrees above and below them. Therefore, if someone is aiming 75 to 105 degrees (the blue area), their sprite will be aiming upward.

We would only need eight frames for this, or realistically four since it's probably just gonna be flipped or something. The only problem is a class like say, the Heavy. That minigun is fucking huge and it might just be easier to have a separate sprite in that case. That's besides the point, what I'm getting at is the relatively low number of sprites we'd need.
You'd then have snapping when aiming between two areas. Also, we'd still need a lot more sprites, and it'll grow even bigger with more weapons, since you'll need a new set of torso for each different weapon.
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #611 on: March 29, 2012, 05:16:22 am »

you don't need extra gun sprites to fix the detached arm problem, only extra torso sprites that roughly approximate where the lower arm plus gun connect to the upper arm plus bent torso.
oh god I'm a genius
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la granja animale

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Re: Official PyGG2 Development thread
« Reply #612 on: March 30, 2012, 11:15:51 am »

So, uhh, what's the progress in layman's terms?
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notajf

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Re: Official PyGG2 Development thread
« Reply #613 on: March 30, 2012, 11:17:54 am »

So, uhh, what's the progress in layman's terms?
Well the flibberdy flabberdy badingle go wow-wow, but the finger gengerl not so splatsy.
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notajf

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Re: Official PyGG2 Development thread
« Reply #614 on: March 30, 2012, 11:21:53 am »

So, uhh, what's the progress in layman's terms?
Well the flibberdy flabberdy badingle go wow-wow, but the finger gengerl not so splatsy.

I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork, does a raw blink on Hiri-Kiri rock!

I need scissors! 61!
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