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Kimimaru

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  1. 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!
  2. 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.
  3. I have a game where your character can obtain a "Stun Down" Status Effect, which reduces the time your character is in hitstun. I'm currently trying to create a 12x12 icon for this effect, but I'm having trouble thinking of what could represent this icon.   To represent a "Stunned" effect, most games tend to use a dizzy swirl or stars (An example: http://leagueoflegends.wikia.com/wiki/Crowd_control - look down at "Stun"). I made one of these and put a down arrow on top, but with only a 12x12 space to work with the arrow was either too small or too large, making the entire image confusing and look crudely done. Additionally, this made it look like a negative effect when it is in fact a positive one.   So in short, if anyone has any ideas for how a 12x12 "Stun Down" Status Effect icon should look, please let me know. All help is greatly appreciated!
  4. 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)?
  5. Hey everyone,   Many earlier video games used color palettes that can change the color of an enemy, background, or etc. I've looked extensively online and couldn't find anything on how one might go about implementing this.   I'm making a 16-bit game using sprites and would like to be able to change the palette of enemies that'll act as variations of the original one (think: Beat 'Em Up games). I already have an idea of how I might do this: I would need separate sprites for each pallete and then simply select which sprite(s) I want to use. However, I feel there's a better way, one that developers back then used to save memory. They might've set the pixels that should be changed and have colors corresponding to each set of pixels, but this is just my speculation.   A good example of what I mean is when 1P and 2P select the same character in a fighting game like Street Fighter: the 2P character looks the same but simply has different colored clothing.   If anyone has any knowledge or experience in this subject, please let me know! Thanks in advance!
  6. 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?
  7. 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?
  8. Hey everyone! I implemented a way of drawing objects partially underwater, but an issue with rotation popped up.   How I do my drawing is I check the depth of the water and draw the top part of the object normally and the part submerged in water (height of the sprite - the water depth) separately. Since these two parts are often different sizes, rotating the object will cause both parts to rotate at different speeds, disfiguring the object.   What I need is a calculation that will change the submerged part's rotation to match with the rotation of the unsubmerged part. Think of two circles with one smaller and one larger. It will take the smaller one less time to complete a full rotation, so it won't be rotating in unison with the larger circle. I need something that, given the rotation value, will modify the smaller circle's rotation value and place it at the same point of rotation as the larger one (Ex. both circles will be at pi/2 rad in 3 seconds as opposed to the smaller circle reaching pi in 3 seconds and the larger one reaching pi/2 in 3).   Thanks in advance!
  9. Hey everyone, just posting an update:   I got this working! I used your character's feet bounding box and checked for all the tiles it collides with, then found the highest tile height out of all those tiles. This is the height you'd fall to if you were jumping or falling from a higher surface. Thanks to everyone for the help!
  10. My game is "2.5D," so there is a dimension of height that exists independently of the X and Y positions.   How my tile engine works is when you move, it checks if your height is greater than or equal to the height of the next tile you're going to move to, whether it's in the X or Y direction. If that's true then you can move there, otherwise the tile will block you. If your height happens to be greater than that tile's height, then once you move onto it it'll check your height and the tile's height and make you fall until your height is equal to its height. This method has been working perfectly fine for me ever since I implemented it and I already have object collisions working as well.   What's happening right now is I'm incorporating my character's entire collision box when moving onto tiles. This part I got working. The only problem I have is when moving onto a tile that has less height than the one you're on. Since the current tile you're on checks only your character's position, it moves you off of the higher tile too early instead of waiting for your entire character sprite to get off.
  11. Thanks for the answer! Yes, my game is side-scrolling.   Sorry for not being clear enough; I'll elaborate:   I am aware that I need to check for more than just one point. My problem deals with getting the tile you're currently on while allowing you to fall off of higher ground only once your entire character is off. Right now the current tile your character is on is defined by that single point. However, defining the current tile your character is on when taking the character's entire collision box into account isn't as simple. For instance, if my character was standing in between two tiles, how would I determine exactly which tile the character is on? The single point works because there is only one location to check, so there's no conflict.   In short, how can I accurately get which tile the character is on when factoring in the character's collision box?
  12. Hello everyone! I have a tile engine that functions well, but right now it functions purely based off of an object's location. What I'm attempting to do is take the object's collision box into account so things look and function better (for example, touching a tile that blocks you with the right side of your sprite actually blocks you instead of letting you walk until it touches your location on the left of your sprite).   I got it to work for blocking objects, but unfortunately it breaks when you're already on top of a higher tile. An object will be on top of a tile and fall if the tile its location is at a lower height. The reason is I get the current tile an object is on, which takes solely the object's location into account and returns the tile based on that location. Right now all of my object locations are at the top-left of the sprites.   So in other words, I want to modify my current tile method so that it properly gets the current tile the object is at and doesn't allow the object to fall until its sprite is completely off the tile. These two functionalities seem to conflict, which is where I'm stumped on. Does anyone have any suggestions? Any help would be greatly appreciated!
  13. I'm in a similar situation to you in that I'm considering switching to MonoGame. However, C++ is out of the question for me because I've been working on my game for about a year in C#. Fortunately for you, your game is in the very early stages of development so switching to either shouldn't be much trouble.   If MonoGame doesn't have a content pipeline, does it have something similar? How will you import your assets with it? Furthermore, if you switch to C++, which engine will you use? MonoGame strives to be an open source XNA 4.0, so if you're more familiar with game development in XNA then chances are you're more familiar with C#, so I'd stick with that language. I have also heard that porting to MonoGame from XNA is pretty easy, but I don't have first-hand experience doing it so don't take my word for it.   Overall, I think you should look at the big picture. Which platforms would you want to sell your game on? Is it a PC game or a mobile game?   Regarding languages: C++ is a powerful language, but it takes a while to get used to. Since it's your very first original game, I'd stick with C# since Visual Studio is a great developer tool and you'll have more problems with C++'s intricacies.
  14. Sorry for the double post.   This is turning out to be a bit more complex than I thought. There are 4 players max in my game so I have to check collisions for the hitboxes of all of them, which isn't a problem. However, the troubling part is players can pick up weapons which have their own hitboxes, and some characters have projectiles that they can shoot which also have their own hitboxes. Since projectiles and weapons can't trade, I have no reason to store the data. Unfortunately, this means that the damage done by those objects will occur before the normal player collisions.   This also means that if I do carry out the damage by normal player collisions after the damage done by the weapons/projectiles, the player getting hurt will lose much more health than normal because instead of just getting hurt by the weapon, the player will receive damage from the weapon and the player who hit him/her. This will ruin combat since much more damage will be dealt than normal.   Fortunately, I think I may have a solution. If a player hit another player, I can check if any other player hit that player back and make them both take damage if necessary. I don't know how this sounds to you guys but it's the first thing that came to mind. Any other suggestions?   EDIT: I figured it out (but haven't implemented it yet). Collisions for player hitboxes go before all else but would take effect right after projectiles due to trading, so I simply moved the player hitbox collisions after the projectiles. This prevents a player from receiving damage when he/she shouldn't be able to get hurt in the first place. Weapons take place after projectiles and player hitboxes, so they're fine. As long as one type of collision is checked before another type and doesn't take effect after the other check, there will be no problems.
  15. All right, I'll see how it ends up working out. Thanks for the help!