[Ohrrpgce] better palette options

David Gowers (kampu) 00ai99 at gmail.com
Tue Oct 26 23:04:35 PDT 2010


On Wed, Oct 27, 2010 at 1:47 AM, James Paige <Bob at hamsterrepublic.com> wrote:
>> > Hypotheticlly suppose I have a side-scroller where the hero has a
>> > 4-frame walk animation. When I press and hold the attack button while
>> > walking, I want her to switch to to the sprite set where she charges an
>> > energy canon, and when it is fully charged, I want to change her sprite
>> > set to the one with the fully-charged canon.
>> > I want to keep my place in
>> > the 4-frame walk animation when these changes occur.
>>
>> It sounds like
>>
>> stored := push animation(current)
>> set animation gfxset (current, charging)
>> set animation timeout (current, chargeticks)
>>
>> # per tick, detect current anim timeout and..
>> set animation gfxset (current, charged)
>> set animation timeout (-1)
>> # or detect button release and...
>> replace animation (current, pop animation(stored))
>
> Interesting. With an interface like that I would probably not use the
> feature at all. I would probably just use "replace animation" and
> nothing else, since the push/pop commands and the timeout commands since
> those both kinda volate Mode-View-Controller by putting "model" data
> into the "view" which is going to have to be duplicated in the "model"
> anyway for other reasons.

I don't 100% get MVC, however I had the impression that the design I
describe in the lumpdefs.yaml didn't have any view stuff, only model
and (with the above api description) controller.  I suppose an active
animation could be considered a view.. in some sense.
What do you mean? That Timeout should be an op in the animation? (in
this case a way to prime an animation with a 'local default' timeout
seems moderately important)

>
> But for non-sidescrollers... maybe just making a hero or an NPC do an
> "emote" in a regular RPG, I can see that interface being convenient.
I am now unsure.



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