Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 03, 2019 5:00 am

I finished harmonizing prop scrolling with party scrolling. Wow, just set up a scene with a dozend moving props navigating through a chokepoint repeatedly, with the party frolicking inbetween, rain falling and clouds rolling above it all. What a dance, what a joy. The way we have come.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 03, 2019 5:41 am

IB Beta v162 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/zsqazazj9qdqa ... 2.zip?dl=0

- added continous prop scrolling (synched with real time timer as well as current party scrolling speed)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 03, 2019 5:56 am

Next up is implementing a prop animation system like it already exists for the party (using a 100x500 spritesheet: default, attack, walk, idle, breathe). Ideally, this would unify token and prop graphics into one sprite sheet (in- and outside combat).

Frist thing to keep in mind here is compatibilty with existing modules and all the assets already existing. Hopefully, this can de done (again) via autodetecting the size of the sprite. This will also require code adjustments for the combat screen.

The second thing to pay attention to is compatibility with the already existing free form prop animation system (like eg for the dancing flame or the waves). It will be one or the other for a prop. I have yet to decide which property of a prop will be used for deciding between the two systems (free form vs 5-state-spritesheet).
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 03, 2019 4:40 pm

The maxNumberOfFrames property from section 09 - prop animation seems suitable for differentiating between the two animation systems:

If higher than 1, it is a free form animation , otherwise the prop checks whether the prop isMover or not:
if it is a mover, size is autodetected and up to 5 anination stages are used.
If it isnt a mover, the prop is just drawn non-animated at its actual size.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 03, 2019 5:03 pm

DoPropAnimations method is a good start (using p.currentframenumber)...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Jun 05, 2019 5:36 am

Props have animations like player characters, too, now :) . To see them ingame you have to:
1) use smooth movement system
2) set prop to isMover
3) maxNumberOfFrames has to be 1 or less (in prop animation section), otherwise the free form animation system is used
4) assign a five frame sprite sheet as prop graphic (100x500: default, attack, walk, idle, breathe)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Jun 05, 2019 7:10 am

I am looking into the barkstring of the props now (they float a bit funnily right now while scrolling :lol: ). Then I will have to dive into the world time driven system for movers again, especially when it comes to changing areas. I have to see how this part of the code works out with the new scrolling.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Jun 06, 2019 8:55 pm

IB Beta v163 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/dox0kih3xq15n ... 3.zip?dl=0

- Props have animations like player characters, too, now . To see them ingame you have to:
1) use smooth movement system
2) set prop to isMover
3) maxNumberOfFrames has to be 1 or less (in prop animation section), otherwise the free form animation system is used
4) assign a five frame sprite sheet as prop graphic (100x500: default, attack, walk, idle, breathe)

- fixed bugs around barkstrings (floaties on/towards waypoints) related to reloading them from saves as well as scrolling
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Jun 07, 2019 5:42 am

Work to do for neighbouring areas:

- fix scale of 5-frame movers
- stop mid run animation of props caught midwalk while party transitions to neighbour
- fix cloud sprite jump of one square
- enable crossmap barkstrings
- enable crossmap idle glide/idle walk
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Jun 07, 2019 3:53 pm

First three fixed.

Move0 could actually mean move at half speed. Hmmmmm....
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