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Member Since 28 May 2013
Offline Last Active Dec 16 2014 07:16 PM

Posts I've Made

In Topic: "Stun Down" Status Effect Icon

12 December 2014 - 07:05 PM

Thanks for your reply!


I have Damage, Defense, and Speed Boost/Down Status Effects, and they are represented by Up and Down arrows colored Red, Blue, and Green, respectively. "Stun Down" is the only other Status Effect in the game that has the word "Boost" or "Down" in it, so I haven't had any trouble creating the other icons.


Servant, that last one is actually just what I'm looking for; thank you very much! I really appreciate all the help!

In Topic: "Stun Down" Status Effect Icon

12 December 2014 - 04:34 PM

Thanks for your reply! The game's resolution is 416x320 and the Status Effect icons are on the HUD at the top. There are options in-game to scale up the screen size.

In Topic: Implementing Color Palettes

28 January 2014 - 06:57 PM

Thanks for the informative post!


I'm still unsure how I'd specify the colors to change to. Let's say I had a sprite of a character who's hair is green. On the 256x1 texture, titled "palette_1," green is the 4th entry. When I change the character's palette to another 256x1 texture, titled "palette_2," which has blue as the 4th entry instead of green, would it look through all the pixels in the sprite and change them accordingly (Ex. any green to blue)?

In Topic: Matching the rotation of one object with another

03 September 2013 - 02:44 PM

Sorry for the double post, but I uploaded a video simulating my problem: http://s300.photobucket.com/user/Kimimaru4000/media/RotationTest.mp4.html


You can see the effects of the rotation on the bottom part that is submerged in water. The rotations themselves are fine and match up, but it looks like I need to change the position or something. Any advice?

In Topic: Matching the rotation of one object with another

03 September 2013 - 09:54 AM

Yeah, that's precisely it. I'd want them to both rotate around the original center as if they were one piece, but I still need them separated so the lower part is drawn under the water. What I think I need actually is to change the origin I'm drawing both parts at and make sure their origins meet up in the same spot.


Say I had an entire sprite that was of height 70 and the top part was 20 and the bottom was 50. If my origin had a Y value of 35, I need to have the top part rotate around 35 and the bottom part to rotate around that same amount relative to its total size...how exactly to do it isn't coming to me, though. Especially when you consider that the top and bottom parts can be changing in size if the object is heading towards the surface of the water or coming into the water.


EDIT: Never mind; everything works fine when the rotation is 0, so I may have to adjust the rotation. It also seems like I'll need to change the parts drawn underwater depending on the rotation...so if an object is rotated by pi radians vertically then the part that wasn't underwater must now be underwater and the previously submerged part must now be above the surface.


Any ideas?