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Messages - deadsuperhero

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Got it, thanks for pointing me in the right direction here. It might not be a crazy idea to include wrapping capabilities as a sane default in a future version, perhaps.

Bugs & Feature requests / Text wrap issue in dialog? (Editor 1.6.0)
« on: April 04, 2019, 03:45:20 AM »
I'm playing with NPCs and dialog to get a feel for how conversations are supposed to work.

One thing that I've noticed is that long lines don't seem to break off at a correct length, and expand through the message box, like so:

it looks like this might just be a bug with the base game that gets generated when creating a new quest, and I guess it's possible to modify the message box to fit the width in some way, but is there a particular reason that long text doesn't correctly wrap? Do I need to insert a newline symbol in my dialog strings?

Cool, in that case I'll dig in! Thanks for the links.  :D

Your scripts / Ways to think about sprites for character customization
« on: April 03, 2019, 01:00:42 AM »
One thing that I've been musing about for a while involves different methods of rendering a custom player character. I'm not overtly familiar with Lua yet, so I'll try instead to talk instead in loose conceptual terms.

Problem: Let's say that you're making an RPG where the main character can be customized - this can include articles of clothing, but also skin tone, hair, gender, faces. Maybe you can even swap out different outfits throughout the game as well, for either cosmetic or plot-specific reasons.

How do you approach this? I have a few thoughts.

Solution 1: Paint a lot of different versions of the same character
If you have the time and energy, this is probably fine. But it's labor-intensive, and a headache if you have to incorporate potentially many animations. It's really jarring for the player to try to pick up a rock, only to have your blue cape turn into a red one, because you're using a fallback animation.

Solution 2: split body parts into components
This is probably less crazy than option 1, in the sense that you're just splitting up pieces and making the game engine re-assemble them on-the-fly. Suddenly your green-girl-haired elf head can be placed on top of a suit of armor, without the need to explicitly build out every permutation of the player's sprite. This still creates a lot of components to graft together, and it could still lead to janky-looking animations, but it could ultimately reduce some work with creating art assets. The tradeoff is that you'll also have to track the custom body pieces that the player set, and keep them.

The other weird thing is that a "hero" would basically be an object consisting of several sub-objects held together a certain way. This would take some trial-and-error to get to render correctly.

Solution 3: use hardware acceleration to color parts of sprites for you
I'm not sure how proven this idea is, but maybe we can reduce the amount of unique body components sprites you have to draw by using the GPU to render color values as parts of sprites. Maybe you actually just have transparent hair styles, for example, and various hair-shaped colored backgrounds could be dynamically rendered behind them. If you do it right, it could look fairly convincing, and allow you to set a bunch of custom color values on a limited set of generic body pieces, assuming you combine this with Solution #2

Anyway, this is where my train of thought is right now. I realize that I'm not actually providing any scripts here, but I'm curious as to whether other creators have come up against this challenge yet, and what their thoughts might be on how to approach the issue. Maybe by kicking around a few ideas, we can come up with some actual scripts.

Hey all!

I discovered Solarus by searching for an Open Source / Free Software game engine, and frankly was blown away by the quality of some of the games using it so far. I think it could totally serve the purposes for what I ultimately want to do (top-down quest-driven RPGs, with some goofy mini-games possibly), but I noticed that the documentation is pretty technical (mostly a book of references to functions), and I haven't found a lot of tutorials for working with the system yet. I'm eager to toy around with this, but I'm really curious as to whether there are any tutorial resources / educational materials for learning the ins and outs of the system.

So far, I'd noticed this YouTube series, but I'm curious what else is out there. If anyone here has found something useful for them personally, I'd love to learn about it!

Your projects / Re: Some Maps I've been working on...
« on: April 03, 2019, 12:24:33 AM »
Wow, these are great! What's your general method been like for building these out? Do you sketch a rough layout, build out a tile set, and then recreate your sketch in the editor?

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