Mystic Software Forums
Miscellaneous => Archives => Archive => Topic started by: Anonymous on January 23, 2004, 01:47:14 PM
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I am wondering if anyone can help with putting 64x64 characters in rpgtoolkit 2.2?
I know there is a program called superwalk.prg available at the rpg toolkit codeshack, but i am pretty puzzled as to how to implement it and or its limitations...
I'd appreciate any help!
Thanks a lot!
-Aleksandr Berland
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Hmmm... just took a look at the program now. This is set up for use with story sequences, etc. (might be able to adapt it for simplistic normal board walking, but could be tricky...).
Although I didn't test it, it looks like the commands work like this:
#newobjectpos(objectname$,pose$,tile1$,tile2$,tile3$,tile4$)
This assigns a pose to a sprite.
objectname$ - the name of the sprite
pose$ - the name of the pose
tile1-4$ - the four tiles associated with the pose
#setobject(objectname$,tilex!,tiley!,tilelayer!,pose$)
Set the sprite objectname$ on the board at position (tilex!,tiley!,tilelayer!) with pose pose$.
#eraseobject(objectname$)
Erases the sprite objectname$ from the board.
The rest of the program (the beginning to the first #method) is an example of how to use it.
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as far as I know 64X64 is not natively integrated. i looked at the plugin and it could be possible. I do know tk3 will allow 64X64 so we will have to wait and see.
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Tk3 allows all sort of characters as the tiles are animations. You can make a 800x600 character if you like,
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well im gonna be ending up making my game in TK3...muhahha
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bush/cheney?
holy god... no!
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holy god... yes!
If you're gonna say yours, I can say mine.
Razz
DM