just a sugestions :
i'm putting some thaughts on paper which i have in mind for a long time.
i'm thinking of making a dynamic class which expand to capabilities of the Being Class:
example an object on a map can be taught or forget a skill.
example:
teaching a player how to dance;
below i tried to simplified with an example of making a male player adapts a new skill by teaching him an action Sprite when ingrav is activated.
in this example, i'll be registering a new animation to ingrav spell when a player uses the spell, rather than the default attack being display or none at all.
without changing much to the system, just adding a few images and telling the computer what to do with them.
ok, here begin:
within the Player Class , it contains
sample algorithm // demo in c++
Animated_Sprite *sprite = new Animated_Sprite();
...// adding appropriate image to each animated sprite
..// setting delay per frames
..//declare a state being manager, which can assign new state animation for all beings
..// now add animated sprite to the Static State_Being_Manager and reference
state_id = ACTION_DEFINED & 1;
STATEMANAGER::RegisterNewState("male_walk_sprite" , sprite ,state_id );
STATEMANAGER::RegisterNewState("male_front_arrow_sprite" , sprite , state_id++ );
STATEMANAGER::RegisterNewState("male_walk_left_sprite" , sprite , ACTION_DEFINED & 3 );
STATEMANAGER::RegisterNewState("male_walk_north" , sprite , ACTION_DEFINED & 4 );
..... /// rather to avoid overwritten of other states STATEMANAGER::GetNextInt();
STATEMANAGER::RegisterNewState("male_magic_ingrav" , sprite , id );
//deciding which state to choose
//if predefine state is not found then
...
if( ! iStateFound && (being->getAction() & ACTION_DEFINED) )
{
Animated_Sprite *sprite = STATEMANAGER::getState( being->getAction() );
if( sprite)
{
//make this sprite play as animation
}
}
Making Player/Monster with Unlimited Animation Abilities
Making Player/Monster with Unlimited Animation Abilities
- Attachments
-
- a sprite with an example
- example_sprite.JPG (43.31 KiB) Viewed 571 times
Re: Making Player/Monster with Unlimited Animation Abilities
I believe it's better to keep the animations soft-coded in the animation files for each sprite. But I agree that the system needs more flexibility to allow arbitary animations for special attacks, for example.
I would rather look into ways to define new animations with arbitary action names in the animation xml files and look into ways to call them server-sided.
I would rather look into ways to define new animations with arbitary action names in the animation xml files and look into ways to call them server-sided.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.

