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ARE THESE THINGS POSSIBLE WITH DYNRPG PLUGIN?

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Do pixel movement? Well... Not a full 16 pixel step, but more of an 8 pixel step? Also... Is it possible to make maps with 8x8 tiles instead? I know that lots of RPGS use 8x8... so I am wondering if it's possible to be able to select 8x8 of a 16x16 tile to use... Another thing. Is it possible to import animated gif tiles tne paste on maps, and have them animate on their own? I got a lot of questions, and I am just wondering if such things are possible.

I know jack crap about C++ and all that fancy jazz, so if it's possible, I certainly can't make it happen... -_-'

EDIT: Oh, another thing. Is it possible to use alpha transparent battle animations, charsets, etc? Like that 'Blend' mode that XP/VX uses?
Well, let's see-- Yes to your first question, pixel movement is possible and Cherry has stated that he working on that at the moment.

8x8 tiles-- No, this is something that would require changes to both the editor and DynRPG.

Animated Gifs -- No, again this would require changes in the editor AND DynRPG. Although there is the possibility, but it would require a lot of work (I think) to add the functionality to read the animated gifs.

Alpha Transparency -- Yes, but would be incredibly time consuming to pull off. Cherry will have to give you more information on that, but I've read that he has stated it's possible, although ridiculously difficult! (Yes the exclamation point is necessary)

Well, it's not all that much to do with C++, it's more to do with what DynRPG is capable of at the moment (since it uses a class system not unlike that of RGSS), but that stuff has to be built before it can be used. And also, keep in mind that DynRPG doesn't change the editor.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
"faked" pixel movement is possible with the character offset parameter, according to the documentation.
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