I wanted to update the thread a bit but I don't have enough info. Well, I guess I can put all I have
I've not been working a lot on this lately but I still have a couple of things to share.
The Tileset editor is half-done but there is enough now for making a basic map.
The features I have implemented are:
- Infinite size of tileset (width and height)
- Infinit amount of autotiles (the animated tiles)
- Autotiles speed customization
- Autotiles animation preview
Other features that are missing:
- Tile collision and passage (for Player, Airship, Chocobo and Boat)
- Tile priorities (including Airship shadow size)
- "Bush" and "Counter" flags. the Bush flag is used to make an NPC sprite 1/3 semi-transparent. The transparency level and % of the sprite to be affected will be customizable. The counter flag is used to trigger events that are 1 tile away from the player (like shop keepers).
- Terrain attribution for battle background based on tiles
- Stairs properties
I've also been thinking for a new way to create characters. Since there's a lot of playable characters in the game and all have the same "animation sets" like laughting and things like that, I was thinking that this could be universal for all characters in the game. Here's the idea.
I'll create a Character editor. Characters will have 3 kinds of actions.
- Map Actions
- Battle Actions
- Custom Actions
Map actions will handle all the walking and idle animations (8 actions, 4 directions walking, 4 directions idle)
Battle actions will handle all the basic battle animations such as Idle, Attack, Hit, Victory, etc.
Custom Actions will handle any extra actions you wish to have.
Note that these 3 kinds of actions are global. All characters will have these actions.
You can create the character animations directly in this editor and it will be similar to the Battle Animation editor in RPGXP
The difference is that the spritesheet can have as many columns and row as you want (so an unlimited amount of cells) but you can have only 1 graphics per animation frame (unlike XP's Battle Animation which can have up to 16 graphics per frame).
All characters animations including the custom ones can be called using event commands both on the map and in-battle.
Also, since there's a few moments where animations are very complex (like Cyan's Quadra-Slice, characters battle intro and things like that), I will think of a way to add a sort of "scripting engine" for characters animations. I guess it would be similar to the event editor or at least the Move Route editor.
So, in a nutshell, what does that mean?
That mean that you can have a very complex character with as many animations as you want.
But it also means that you will have to create a character for every NPC, Actor or event graphics you need.
I guess that's all for now.
Next steps is to remake the Map Editor to fit the new Tileset system, complete the Tilemap script so it can at least display the map you create :P
Then the Play button in the editor that launches the game.
After that it's the Character Editor, Event Editor, more features on the Tileset and Map editor, etc.
I have a lot of work
Take care!
-Dargor