Author Topic: Multi-Layer Spiffyness  (Read 5224 times)

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Offline FinaleTI

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Multi-Layer Spiffyness
« on: July 19, 2010, 02:10:00 pm »
I know dual and multi layer text sprites in BASIC have been covered before; I just wanted to showcase a way of layering characters that can create some cool effects for RPGs and the like, in a way I hadn't seen used before.

The program shown is a reworking of some of the work I had done on a very old project of mine that didn't make it very far.


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Offline DJ Omnimaga

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Re: Multi-Layer Spiffyness
« Reply #1 on: July 19, 2010, 02:27:37 pm »
Mhmm interesting, could you explain a bit how you did it?

Also wow that's a lot of chars o.o, you were making a FFIV clone, right?

Offline yunhua98

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Re: Multi-Layer Spiffyness
« Reply #2 on: July 19, 2010, 02:28:26 pm »
Nice^^
Are you using Pixel-on with Text(?

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« Last Edit: July 19, 2010, 02:29:18 pm by yunhua98 »

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Offline FinaleTI

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Re: Multi-Layer Spiffyness
« Reply #3 on: July 19, 2010, 02:31:25 pm »
@DJ: Yeah, it was supposed to be an FFIV clone. I might finish it one day, though.
@yunhua: Nope, all the sprites shown, as well as the background are formed from text chars only. The background is actually the only thing that uses the StorePic command as well. The only things I formed with point commands were the ATB bars, which used Line( and Pt-On(.

For how I generated the background, I made the string a line of "^^^^^^^^^^^^^^^^ / / / / / / / /\ \ \ \ \ \ \ \  →Str9
Then I drew the first 16 chars with an x value of 0, stored Pic9, drew the second line of 16 chars, with an x value of 3, recalled and stored pic9, and finally drew the third line of 16 chars with an x value of 3, recalled and stored pic9.

For the characters, I drew the 'weapon' four pixels behind where the character would stand, then drew the character where it would normally be.
« Last Edit: July 19, 2010, 02:40:05 pm by FinaleTI »


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My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Multi-Layer Spiffyness
« Reply #4 on: July 19, 2010, 11:07:41 pm »
Oh nice, I didn't thought about using those slash chars that way. Nice :D

Offline meishe91

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Re: Multi-Layer Spiffyness
« Reply #5 on: July 21, 2010, 01:06:06 am »
So basically you displayed the weapon token first then displayed the character to erase part of the other token to create the weapon's final look?
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Offline FinaleTI

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Re: Multi-Layer Spiffyness
« Reply #6 on: July 21, 2010, 09:13:20 am »
Pretty much, yeah.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline meishe91

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Re: Multi-Layer Spiffyness
« Reply #7 on: July 27, 2010, 08:08:06 pm »
Ah ok. Cool :)
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