SlaveOfThaMind

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Any way to change the standard graphic for the boat, to something on a tad bit larger scale?


i.e


[IMG]http://i.imgur.com/1qeCOoC.png[/IMG]


I know the directions that they are facing arent good for now, but that I can fix.


I have a part in my game which calls for a boat ride around a channel but, the tiny


boat graphic provided with the rtp just will not do for me. I want to be able to have


the character shown on the boat as he travels the channel.


i.e.


[IMG]http://i.imgur.com/jNha1Cw.png[/IMG]


this is not for a cutscene. but for the actual call boat sequence.


Any way this could be achieved?


For reference, what I am trying to avoid.


[IMG]http://i.imgur.com/JjprbSj.png[/IMG]
 
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ロリ先輩

ロリだけど先輩だよ
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It's possible. You just have to name your spritesheet with the correct prefixes.
 
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ロリ先輩

ロリだけど先輩だよ
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Yep. $ will tell the engine that it's a single set of sprite animations.
 

Shaz

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Note, only the 32x32 tile the character is ON will be checked for passability. This could result in the appearance of your boat running into walls or onto hard surfaces and not being confined to the water.
 

SlaveOfThaMind

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Note, only the 32x32 tile the character is ON will be checked for passability. This could result in the appearance of your boat running into walls or onto hard surfaces and not being confined to the water.
any way to bypass this?

i've got a sprite sheet set up for my new boat. Had to weasle around having it just sit there at the edge of the water because it has the character photoshopped in it.


So i used eventing and made an empty boat become the first object you see, and then the character disappears and the new boat appears (still working on how to


reverse this as you depart the vessle).


I've noticed what you mention, it looks like the front half of the boat is on the 'dock' and the back half in the water. The boat doesn't get stuck but as you said, the


appearance is evident. Small price to pay for being novice I suppose.


[IMG]http://i.imgur.com/HxwnRtr.png[/IMG]
 
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Shaz

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I wrote a script for large event collision areas, but it was designed for events that don't move. I've since done some modifications to cater for moving events, but there are still bugs.


You'd have to look around for a script that allows you to use a larger than 32x32 collision area, and make sure it caters for the player as well as events. I do think I saw another that did something similar at one stage, but couldn't tell you what it was called or who made it. Maybe a search through the Master Script List (Collision would be a good search term to use) might reveal one.
 

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