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The Logan



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12th December, 2006 at 21:07:19 -

So I have TGF(I know, sorry), and i want to make an RPG where you can customize the look of your character (i.e. Hair syle, hair color, Body style, skin color.... How do i do this? Do I create a diffrent sprite for every possible combination the player can think of? Do I somehow combine the parts into one object? Or do I have to do the pain in the but thing of loading every body part seprately then make events that hold them together? Any one with help of some kind will be glady listened to and cherished in my heart forever.

 
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David Newton (DavidN)

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12th December, 2006 at 21:30:14 -

Separating the body parts is definitely the way to go - that way, you can just draw out each item individually rather than have to deal with every possible combination (which even with a small number of items would just become completely unmanageable).

To make sure that the parts don't separate when you move, make sure all the events that move your character are further up the event list than those that set the positions of the extra objects - or alternatively, use an invisible collision detection object and set all your objects continually to its position.

 
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The Logan



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12th December, 2006 at 21:52:14 -

Okay i guess i can do that. lol. im so lazy

 
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David Newton (DavidN)

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12th December, 2006 at 22:13:35 -

It'd be far harder work to try and do every combination, trust me.

 
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Lazernaut



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VIP MemberThe Cake is a LieIt's-a me, Mario!Wii OwnerPokemon Ball!
14th December, 2006 at 04:43:12 -

i think the easiest thing is to not use the built in movement system. That way you can make, for example, 5 objects (one for hair, body, etc.). Since active objects can have 32 directions, you can make a different piece for every direction. Then, since you would be using a custom movement system, you can just store the different directions in variables and have the objects' directions according to these variables.

Image Edited by the Author.

 
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Dogzer



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14th December, 2006 at 13:43:49 -

that's a bad idea

 
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Lazernaut



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VIP MemberThe Cake is a LieIt's-a me, Mario!Wii OwnerPokemon Ball!
14th December, 2006 at 13:59:14 -

and why is that? if you say something is bad you need to explain why.

 
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Joe.H

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14th December, 2006 at 14:28:58 -

If you'r having a 4 directional movement, having different animations in each direction for each different object is stupid

4 directions per animation gives a maximum of 8 possible items per thing

You could use active picture box with maximum dimensions for each type of item. That way the user can create their own look, or use a predefined one.

 
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Dogzer



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14th December, 2006 at 14:54:24 -

that's a bad idea too

 
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Joe.H

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14th December, 2006 at 15:15:05 -

You're a bad idea.

 
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VIP MemberI am an April Fool
6th January, 2008 at 17:22:27 -

Hmmmm...
Are there any examples out there? I think Phizzy made something, but I am also looking for an easier way to create a custom character with maybe 6 layers of custom goodness. It will be using it for an up and coming (...haha!) online battle game.

Horns
Hair
Head
Eyes
Body
Legs

Each thingy would be saved to a file sever side, but please help! Haha! I need it foe show...


 
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\/\/olf

Creative Genius

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6th January, 2008 at 18:19:26 -

Well, what I did for a project I was working on which has been abandoned for a while now, was make the weapon the character holds, an image. An active image so that you can rotate it. And it did so, perfectly. I didnt need many animations to make the sword slash or anything cause it would move in harmony with the character. There was this thing i had to do to get the angle of the sword from the character's hand: http://www.create-games.com/forum_post.asp?id=202646 <---

Other than that, what you can do is make images and set them at different locations of the character's body. hmmm...come to think of it, i donno if tgf has an active image object oops.

I think the best thing would be to get mmf2 and liji's extension to change hue/ sat/ and lightness of your actives. Also, you can have a lot more animations per object in mmf than in tgf. And because of liji's extension you wont have to make different colors for each object, it will be done at runtime.

 
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Knudde (Shab)

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7th January, 2008 at 00:15:25 -

Wholly revived topic Batman!

 
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Del Duio

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7th January, 2008 at 00:22:51 -

Wow, didn't realize that it was so old.
I was wondering why the sudden influx of David Newton.

 
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Knudde (Shab)

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7th January, 2008 at 00:26:57 -

yep, the baldness triggered my...batman sense...

 
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Jack Crow



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7th January, 2008 at 01:35:46 -

Here's how I did it in my game.

I created a different object for each hair/outfit/head and put them all on different layers, including an entirely different object that went to the back of the hair from the inside shape, just so if the head-shape didn't fit the top of the hair, it wouldn't be transparent behind it...

It took me about a month to export all the animations, but it was worth it. Luckily, you'll develop a system where the hair doesn't change over animations when it comes to position, but merely the direction it's facing, considering it's an RPG-type game.

 
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