Author Topic: With all this talk about roguelikes and muds, I've decided to begin an RPG  (Read 2816 times)

Galleon

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Re: With all this talk about roguelikes and muds, I've decided to begin an RPG
« Reply #60 on: December 02, 2011, 05:45:05 PM »
I've updated the system to check-sum and log the "blobs" and I'm now able to efficiently position track and dump meaningful sprite frames to bmp files. You know all those sprite-sheets lying around on the internet, I'm now capable of building one of those about any sprite from a 16x16(the engine could be converted to cater for different tile sizes) tile-based top-down(it doesn't like parallax scrolling much!) game in minutes, and it'll probably include more frames! What's more, I can sequence the frames and give relative positional x,y offsets between them.

No more relying on inferior, poorly put together sprite-sheets for me!
Something old... Something new... Something borrowed... Something blue...

Galleon

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Re: With all this talk about roguelikes and muds, I've decided to begin an RPG
« Reply #61 on: December 03, 2011, 04:32:58 AM »
Here's a screen-shot of a folder I dumped ripped sprites to during a short playing period. There's a few errors here and there and some things I really don't need (like numbers that pop up telling the damage done), blobs of blood/goop, shadows etc but the accuracy of the "is that or is that not a sprite?" detection is quite high. The only special tricks I used when playing the game was using save states to jump to different locations of the game.
http://www.qb64.net/sprrip3.png

Also, what you can't see in the screenshot of sprie graphic dumps is the valuable movement and timing info collected about each frame. Once I've worked on it a little I should be able to bring characters and monsters to life without specifying any specific rules about how they should move by drawing upon this info.
« Last Edit: December 03, 2011, 05:25:15 AM by Galleon »
Something old... Something new... Something borrowed... Something blue...