TESTING A CHARACTER CUSTOMIZATION SYSTEM
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I had this very simple idea for a character customization system (graphically). In theory it works perfectly, but I need to test it extensively, because I'm having bugs.
The idea is simple: using a system similar to caterpillar, but instead of having events following the hero, place them on top of the hero, working as objects. So, you could have, for example, an ARMOR event placed on top of the hero, and it would look like it's part of the hero sprite.
The point is having a broad range of character graphic options.
Let's say you have a character creation system that allows you for 3 races (human, elf and orc), 5 outfits and 5 hair styles. If you make a different char for each combination, you need 3 x 5 x 5 charsets = 75. In my system, you only need one char for each part (3+5+5 = 13).
Like I said, in theory it works perfectly. The problem I'm having is that sometimes the synchronicity between events is not perfect, so they separate from each other for a very small fraction of time, but the effect is noticeable and awful.
My last test seems to be working fine, and I want people to help me test it, and look for possible extra bugs:
http://rpgmaker.net/users/calunio/locker/charcustom.rar
This is a one-map RM2K3 project using this system. RTP required.
The idea is simple: using a system similar to caterpillar, but instead of having events following the hero, place them on top of the hero, working as objects. So, you could have, for example, an ARMOR event placed on top of the hero, and it would look like it's part of the hero sprite.
The point is having a broad range of character graphic options.
Let's say you have a character creation system that allows you for 3 races (human, elf and orc), 5 outfits and 5 hair styles. If you make a different char for each combination, you need 3 x 5 x 5 charsets = 75. In my system, you only need one char for each part (3+5+5 = 13).
Like I said, in theory it works perfectly. The problem I'm having is that sometimes the synchronicity between events is not perfect, so they separate from each other for a very small fraction of time, but the effect is noticeable and awful.
My last test seems to be working fine, and I want people to help me test it, and look for possible extra bugs:
http://rpgmaker.net/users/calunio/locker/charcustom.rar
This is a one-map RM2K3 project using this system. RTP required.
Often when I play around to the upper right of the pirate thingy, or around the pirate the hair will run away and hoover around back and forth around the head. A few times I even managed to get the body to go amok as well.
The char you're using won't face the pirate either if you walked up beside him and try to face him, eventhough you can still talk to him.
Also the movements in general feel clunky and bad. I wouldn't be too sure this system would be worth the compensations you'd have to make.
The char you're using won't face the pirate either if you walked up beside him and try to face him, eventhough you can still talk to him.
Also the movements in general feel clunky and bad. I wouldn't be too sure this system would be worth the compensations you'd have to make.
Weird... none of this was happening to me (only the facing issue), but after I read your post, all of it started happening. :P
I know it's still bad, I just wanna know if the bad is fixable.
Or if it'll just be a system for still images.
I know it's still bad, I just wanna know if the bad is fixable.
Or if it'll just be a system for still images.
I don't know how well this would work, because on some machines it may lag moreso. And also, doing animations with your character looks a lot better than changing the clothes all the time, at least to me. (Like Ascendence has a lot of different poses.)
The point is not to change clothes all the time, but to be able to create a customized character. But changing clothes/hair/equipment would be a use to this system.
The weird thing is not that it lags, is that some events lag more than others. It's very weird.
The weird thing is not that it lags, is that some events lag more than others. It's very weird.
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