Ambrosia Garden Archive
    • Explosion Graphic Question


      Ok, so it's easy enough to replace the explosions that come with EVO with your own, but can you change the way EVO HANDLES the new graphic?

      I have a nice detailed explosion replacement for the "Friggin' Huge!" resource. It has 30 frames arranged in a 6x5 matrix (1152 x 960 pixels, therefore each sprite is 192 x 192)

      Replacement of the graphic, mask, and spin resource is straight forward, but when the game runs it seems to only play the first 8 frames, and then plays them again in reverse (just like it handles the default explosion)

      Is there any way to get it to play all 30 frames, all forward and none in reverse?

      Desprez

    • no... maybe in EV3 you'll be able to.

      Chamrin

    • Yes, there is a way

      First of all, EVO can only handle explosion sprites and masks with one with and howevermany lengths.

      What I would do, is make the graphics in a string, so, like 1x30, and it should work.

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      Admiral Zombat
      http://www.cerolia.pyar.com

      "Im only insane if youre insane, darnit!!"

    • On further examination, it seems that the "Friggin' Huge!" explosion plays the first 8 frames in reverse order only. Knowing this I have modified my graphic to fit these parameters.

      I was initialy dissapointed, thinking that it was played forwards AND backwards, as I could deal with less frames, but not with it being played two directions. I wanted an explosion that has an initial burst that gives way to an expanding firey ring (shock wave), and as you might imagine, a shock wave that reverses would look pretty odd.

      So now it's now only 8 frames long, but it still looks pretty good!

      Desprez

    • Admiral, is that true?... The "•EVO Boom!" Plug-in attemps something like this, but it doesn't work. If you compare the graphic to the effect when in the game, you can see that the whole animation is NOT played.

      Furthermore, my graphic is now 4 x 2 and it seems to be working fine.

      Perhaps there are some differences between versions of EVO and how it handles the explosions? (I'm running 1.0.2)

      Does anyone have any insight?

      Desprez

    • Yes we do: Where is that explosion gonna turn up? I want to se it... 😉

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      - Lone "Darn, its not in the spellchecker!" Igadzra

    • Well, it works for me, cause today or tomorrow my explosion makover plug will be out. And I have a explosion for "large" and that is 13 frames long.

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      Admiral Zombat
      http://www.cerolia.pyar.com

      "Im only insane if youre insane, darnit!!"

    • Hmmm... I'll try it as a 1x30 pict and see what happens. Although I don't think the explosions are animated at 30fps so it may end up as a 15 frame version.

      Also, now that the Friggin' Huge! explosion is replaced, all of the SMALL ships (<100 tons) explode in a big firey ring while all the huge ships break apart as normal...not what I expected...

      As for where the explosion will turn up... (if I use it) it will be a part of my up-comming plug: "Late Arrival". When will that be done? Well, it's hard to say, there is quite a bit done, but still a lot left to go. I have graphics for 63 ships finished, a bunch of planets, moons, and stations finished. Stats for govts, ships, weaps, outfs. are 90% done. I have the universe mapped out, but not completely populated yet. The biggest tasks remaining are the missions and the outft graphics. But I have a pretty good idea how they are supposed to be.

      I suppose I could release some teaser graphics. Where would I do that?

      Desprez


      UPDATE: Ok, I tried the eplosion in a 15x1 format. It still plays the first 8 frames in reverse order.

      (This message has been edited by Desprez (edited 07-09-2000).)