Hey, I love this new pixel_x and pixel_y thing, I'll find all sorts of uses for it, one use is going to be making big mobs. I've got a plan for how to do it, but it would involve making a whole bunch of icons for each individual mob, which would mean a WHOLE lot of cutting and pasting of stuff. I'm afraid to ask this because I'm figuring the DMI format is going to present a problem with icons over 32x32 in size. I'm wondering if it would be possible to allow DMI's to have a size setting to make them larger than 32x32. All the frames should be the same size, so you only have one size variable. The pixel_x pixel_y thing could be used to properly align the icon on the grid how you want it. (i.e. I would position the mob or obj so that its "active location" or whatever is at the bottom center of it). I'm sorry I ask this so much, but I keep running into the problem of having to slice things up a whole lot, which takes a lot of time and is a mess to code. I had originally planned to have a large mob create a whole bunch of "overlays" and then move them to the correct positions when it is created. This whole thing, of course, should just be applied to atom/movables, as turfs would have problems overlapping. I posted this because I'm trying to use really big tree icons, but the way I use them, I want them to all be one object, and when I put a png on a dmp, it splits it all up into small objs. sigh.... oh well....
DerDragon
ID:136934
Mar 30 2002, 2:36 pm
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In response to Dan
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Yeah. I think the form which larger objects are going to take is starting to become clear. It certainly is a nuisance to have to break up all of your icons into little chunks. GAH! Stupid dictionary.com deleted the post I was about to make. Okay, okay, calm down... just take it from the top... I also am in need of big icons for Battle for Solaris. I can't get away with faking them with 32x32 composites of icons, either, since I need to be able to rotate them -- rotating multiple pieces of an icon as if they were individual parts is bound to produce horrible results. Right now, I can get away with using the 32x32, but when a 1x2 strike fighter starts very very slowly making your 12x15 ship's shields get damaged, and you can't even see where that fighter actually is (assuming, of course, that I was stupid enough to forget to put in the tactical IFF overlays), you'd get frustrated. If that fighter appeared as a 3x6 icon, however, the situation would be different (aside from the fact that you'd be in a 36x45 icon, which would be really intimidating as it was). Next on the list of necessities for BfS to be truly what I envision it is to have Lummox JR's DrawRect() suggestion for icons. BfS' current drawing routine relies on s_pixels, which is slow. At least it works, though. =P |
In response to Spuzzum
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that would be alot better
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In response to Dan
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Big icons would be nice. I need them for my robot game. I'm not doing it by cutting and pasting because that would take too long to do 30 some robots.
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In response to BurningIce
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BurningIce wrote:
Big icons would be nice. I need them for my robot game. I'm not doing it by cutting and pasting because that would take too long to do 30 some robots. Well, let's put it this way -- by the time they finish implementing big icons, you could have finished 100 robots. ;-) |
Yeah. I think the form which larger objects are going to take is starting to become clear. It certainly is a nuisance to have to break up all of your icons into little chunks.
--Dan