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  #46  
Old 03-30-2001, 09:08 AM
Zulithe Zulithe is offline
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Stefan thanks for launching these ideas into the realm of realism for us, it really helps to show how serious this project really is ^_^

freddyfox great sounds so far, I especially like the "eating" sound.

And Aidoggy this isn't a thread for spamming :-P We have the general forum for that
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  #47  
Old 03-30-2001, 10:07 AM
Komieko Komieko is offline
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Now we only need some more animations!

Now we just need some more animations for the Zulite and than we can all play em!hehe..TrueHeat should make some attacking animations and sitting ones too..and is this gonna actually go someowhere on a server?Having a quest for a sweet creature like this would rock
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  #48  
Old 03-30-2001, 07:19 PM
grim_squeaker_x grim_squeaker_x is offline
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Blah.

If someone makes the graphics for the attacking etc., I'll make the gani's.
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  #49  
Old 03-30-2001, 08:07 PM
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I don't like the idea of them walking 8 ways... It looks kind of odd.
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  #50  
Old 03-30-2001, 08:27 PM
grim_squeaker_x grim_squeaker_x is offline
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Heh.

It's actually a very small change to the script I made which made it walk in 4 ways :
NPC Code:
  for (i=0; i<4; i++) if (this.key[i]==true) {
playermoved = true;
this.dir = i;
newx = this.x + this.dirgo[i*2]*this.speed;
newy = this.y + this.dirgo[i*2+1]*this.speed;

// Check for walls
setarray wall,6;
for (j=0; j<6; j++)
wall[j] = onwall(newx+this.Cwalltest[i*12+j*2],
newy+this.Cwalltest[i*12+j*2+1]);

// Test for walls in front;
if (wall[0]==true || wall[1]==true || wall[2]==true || wall[3]==true) {

// Move the player outside of the wall
if (i==0) this.y = int(this.y);
else if (i==1) this.x = int(this.x+0.5)-0.5;
else if (i==2) {
if (this.y!=int(this.y)) this.y = int(this.y+1);
} else if (i==3) {
if (this.x+0.5!=int(this.x+0.5)) this.x = int(this.x+1.5)-0.5;
}

} else {
// Apply new position
this.x = newx;
this.y = newy;
}

// Test 'sidemoves'
if (wall[0]==true && wall[2]==false && wall[3]==false && wall[4]==false) {
this.x += this.sidemove[i*4];
this.y += this.sidemove[i*4+1];
} else if (wall[0]==false && wall[1]==false && wall[3]==true && wall[5]==false) {
this.x += this.sidemove[i*4+2];
this.y += this.sidemove[i*4+3];
}
i=4;
}



Note that I added an i=4 to the end of the thing to prevent diagonal movement.
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  #51  
Old 03-30-2001, 08:40 PM
Admins Admins is offline
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oh you could just use

break;

there :-)

but then it is not really good,
if movement like for bomys is wanted
i can change the script (like when
walking up and you press UP+LEFT it
would turn left because the left key
is the last one pressed, when you just do
break;
then you would need to release the UP
key before you can turn left
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  #52  
Old 03-30-2001, 08:58 PM
grim_squeaker_x grim_squeaker_x is offline
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Heh, I always forget break ^^

But yes I think the plan was originally to have the movement work like the bomy's have it. I'm not sure though.
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  #53  
Old 03-30-2001, 09:10 PM
Zulithe Zulithe is offline
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4-directional movement I figured may be a given, but if 8-way movement isn't a problem that would be all the better! What does everyone else think?
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  #54  
Old 03-31-2001, 02:32 AM
Tyhm Tyhm is offline
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If players can move 8 ways, it would seem reasonable for Zulites to move 8 ways too. Facing whatever direction the player would be facing.

My opinion, but anyway.

Man...it's really happening...this is so cool....
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  #55  
Old 03-31-2001, 04:12 AM
Fai Fai is offline
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It just looks wierd seeing them do that
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  #56  
Old 03-31-2001, 04:14 AM
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But humans have no diagonal movement
sprites and still move diagonally...
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  #57  
Old 03-31-2001, 05:02 AM
Tyhm Tyhm is offline
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Right, and that works fine...walking slightly diagonal...more realistic than only walking in 4 cardinal directions, IMHO (InMyHumbleOpinion)...
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  #58  
Old 03-31-2001, 05:02 AM
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I think that diagonal movement is fine, but what I don't like about the Zulite ganis is 1) it closely resembles Geodude and 2) the Zulite walks way too fast. It seems awkward controlling a creature who walks slow and moves fast, like some force is moving it other than the feet. And speaking of feet, if we gave the image feet it wouldn't look as much like Geodude.

And I have to argue about the pushing thing. I agree that teamwork is a major aspect of Graal, but how many people do you see who gladly volunteer to help out in the heart quest? It doesn't happen on any given day that one of the campaigns to get people over there is successful. I still think that if the player presses "a" when the Zulite isn't moving, it just kind of curls up, but when the Zulite has been moving for quite a while in one direction, it starts rolling when the button is pressed. Maybe for some walls or doors where not even unassisted rolling works to break down (in some quests maybe), maybe we could institute pushing?
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  #59  
Old 03-31-2001, 05:18 AM
Tyhm Tyhm is offline
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No feet, that defeats the purpose.

GANIs can be slowed, I think...
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  #60  
Old 03-31-2001, 05:21 AM
Pago Pago is offline
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Ya, you type "WAIT seconds" in the comments box for each frame. It works similar to a not-that-powerful gif animation program.
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