EOSERV Forum > Programming > Best formula for loading the eo armor bmps?
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Best formula for loading the eo armor bmps?
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Post #195745 Best formula for loading the eo armor bmps?

I've got the hair and boot bmps working correctly ,but for some reason I cant seem to get the armors working correctly! I'm just looking for an example on a character facing down,I can figure the rest out?

My brain keeps trying to go armor gfx id "148" X the amount of frames "22"  148 X 22 = 3256,but the actual value i need is 3213. I'm tired maybe I'm just thinking hard!

10 years, 24 weeks ago
Post #195746 Re: Best formula for loading the eo armor bmps?

The cool thing about allegro is you can write a really simple program to convert bitmaps to sprite sheets, which is what I am going to recommend you do. While you may want to initially keep some consistency with EO, you will find in the long run it is much easier to reference a sprite sheet once than loading each frame of animation. By doing this you can simply reference gfx id in a more logical number format 1, 2, 3... rather than using 50 + (50*gfxid) which I think is the proper formula but don't quote me. All equipment uses a very oddball formula like this so you will find out rather quickly that sprite sheets are the way to go.            

10 years, 24 weeks ago
Post #195747 Re: Best formula for loading the eo armor bmps?

I tried 50 + (50 * gfxid) and a whole bunch of other crap with nothing successful!

The only thing I want to keep consistent with EO is a similar feel of game play. I am going to redo all the weird crap Vult-R did, so this looks like a good start! Not only will it make it easier to program and use the sprite sheets, but easier on the artist's and client editing.

Sprite sheets it is thanks Apollo!

10 years, 23 weeks ago
Post #195750 Re: Best formula for loading the eo armor bmps?
insomniac posted: (19th Jul 2014, 06:10 pm)

I tried 50 + (50 * gfxid) and a whole bunch of other crap with nothing successful!

The only thing I want to keep consistent with EO is a similar feel of game play. I am going to redo all the weird crap Vult-R did, so this looks like a good start! Not only will it make it easier to program and use the sprite sheets, but easier on the artist's and client editing.

Sprite sheets it is thanks Apollo!


sweet. you're making a client that will use logical methods for everything?
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I not hacker

“Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its
whole life believing that it is stupid.” - Albert Einstein : Really Great Quote Ramy!
10 years, 23 weeks ago
Post #195765 Re: Best formula for loading the eo armor bmps?

The way my client does it is: (armorValue - 1) * 50 + 1. armorValue is what it gets from the server in the LOGIN_REPLY packet.

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class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
10 years, 23 weeks ago
Post #195775 Re: Best formula for loading the eo armor bmps?
ethanmoffat posted: (24th Jul 2014, 02:11 am)

The way my client does it is: (armorValue - 1) * 50 + 1. armorValue is what it gets from the server in the LOGIN_REPLY packet.


Thank you for the formula sir but I am going to use sprite sheets!
@ Apollo I finished the programs to do so! If anyone wants to check out the programs here is a link to a couple programs I whipped up. Link
10 years, 23 weeks ago
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EOSERV Forum > Programming > Best formula for loading the eo armor bmps?