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IceBlinkEngine.com • View topic - Oversized creatures for encounters

Oversized creatures for encounters

Any documentation, tutorials, tips and tricks, or examples on how to use the IB2 Toolset

Oversized creatures for encounters

Postby youngneil1 » Mon Apr 24, 2017 10:46 am

There are four types of creature sizes in IB2 (for encounters; on adventure map there are just normal sized creatues):

1. Normal (1x1 square on enocunter map, use a 100x100 .png, extend the y-size of the .png by 100 for each attack frame you want; standard with one additional attack frame is therefore 100x200 png)
2. Wide (2x1 squares on enocunter map, use a 200x100 .png, extend the y-size of the .png by 100 for each attack frame you want; standard with one additional attack frame is therefore 200x200 png)
3. Tall (1x2 squares on enocunter map, use a 100x200 .png, extend the y-size of the .png by 200 for each attack frame you want; standard with one additional attack frame is therefore 100x400 png)
4. Large (2x2 squares on enocunter map, use a 200x200 .png, extend the y-size of the .png by 200 for each attack frame you want; standard with one additional attack frame is therefore 200x400 png)

You can set the creature size under properties of the creatures (creatureSize) in the toolset: 1 is normal, 2 is wide, 3 is tall and 4 is large.

Wide and tall creatures need testing, any feedback welcome.
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Re: Oversized creatures for encounters

Postby Dorateen » Tue May 23, 2017 5:17 pm

I have used a number of Oversized creatures throughout Hearkenwold. I will have to go back to check is there are any issues. Although I will say that Tall creatures (100x200) still use the Large frame (200x400) that was the way they were designed previously.

Recently, I created a new monster of the Large Type, using the system above. Seems to work fine, it appears in the encounter and behaves appropriately. The animation is still sort of a flicker, as if the attack frame is not firing correctly. I will have to examine that more closely. But it still works in terms of targeting, etc.
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Re: Oversized creatures for encounters

Postby youngneil1 » Tue May 23, 2017 9:19 pm

Great to hear that it works out well (minus the attack animation flicker). Has the flicker improved with the last beta version (I changed some code parts that might cause this). Also, which pix dimenesion (x, y) and which size has the flickering creature, please?
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Re: Oversized creatures for encounters

Postby Dorateen » Wed May 24, 2017 12:16 am

Here is the tkn file for an umber hulk, who already appears in the module.

This is a large sized creature. Alone, it would be 200 x 200. With the attack frame, the file is 200 x 400.

I think perhaps a better word than flicker, the image seems to "wink" out when making an attack. I have to view again, but it would be as if the lower attack frame is not firing.

It is a minor issue for me, I'm just glad to have larger sized creatures available. If we can make their attacks smoother, even better. But would not make this a priority.

tkn_c_umbrhk.png
tkn_c_umbrhk.png (5.89 KiB) Viewed 3417 times
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Re: Oversized creatures for encounters

Postby youngneil1 » Wed May 24, 2017 6:25 am

Many thanks for detailed info, Dorateen. It all looks fine and should work out without that wink, hmmm. My test 200x400 creature seems to behave fine. It might be related to the rest of the encounter setup maybe. Just to double check, have you set the property creatureSize to 4 for your umber hulk (1 = normal size, 4 = large size)? This is a rather new setting, not required in IBMini, so maybe it is still set to default 1 (instead of required 4)?
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