[Ohrrpgce] better palette options

David Gowers (kampu) 00ai99 at gmail.com
Wed Oct 27 03:33:54 PDT 2010


On Wed, Oct 27, 2010 at 4:34 PM, David Gowers (kampu) <00ai99 at gmail.com> wrote:
> 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.
>
After doing some more research, it seems that 'view' would simply
pertain to the sprite displayed during an animation. Is this correct?
What configuration of components are you imagining?



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