Ambrosia Garden Archive
    • Clarification regarding sprite layout


      Let's say I want to make a ship which unfolds to land or hyper. Since I only really care about changing the engine glow for hypering, there only needs to be a single frame for unfolding, and the base image can be identical to the folded version.

      How would the sprite layout for this work?

      Would I just have 12 rows of 6 sprites each, with the top 6 being the standard base image, and the bottom 6 being the same thing again?

      ------------------

    • Ahem. Would like some clarification here.....

      ------------------

    • My understanding (and observations from seeing nova sprites) is that you would have two 6 by 12 (six long, twelve tall) sprites. One would be the glow, the other the actual ship. Now, in your case, the actual ship sprite would just look like two of your ship sprites on top of each other. In the glow, however, the bottem 6 by 6 sprite would be the hypering one. Get it?

      ------------------
      (url="http://"http://www.evula.org/infernostudios/search.html")The plug-in search engine!(/url)

    • Thanks. That's what I figured----I just wanted confirmation, because due to circumstances, it won't be that easy to do a whole lot of testing.

      ------------------

    • My understanding from reading the EVN bible is that your base sprite should be two (or more) sets tall with the lower set(s) being the hyper set. Your engine glow sprite only needs to be one set. You're only problem will be that the hyper set will also be shown on landing and take-off.

      Quote from the EVN bible:
      0x0002 - Extra frames in base image are used for animated ship parts such as for folding/unfolding wings. The sprites will be cycled upon landing, taking off, and entering/exiting hyperspace.

      ------------------
      "The Macintosh may only have 10% of the market, but it is clearly the top 10%." — Douglas Adams

      (This message has been edited by Guy (edited 02-18-2004).)