32 Sprite Angles
32 Sprite Angles
I would like to create characters with 32 sprite angles. Does anyone know of a way to do this currently using ZScript or would there need to be a change in the engine code to allow for it?
Thanks in advance for any info... and for not questioning my sanity
Thanks in advance for any info... and for not questioning my sanity
- Marisa the Magician
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Re: 32 Sprite Angles
At that point wouldn't it be better to just use models? This sounds kind of overkill.
It can be done with ZScript, using the SPRITEANGLE flag and adjusting the spriteangle variable on tick, with the sole limitation that it would break with mirrors and whatnot.
It can be done with ZScript, using the SPRITEANGLE flag and adjusting the spriteangle variable on tick, with the sole limitation that it would break with mirrors and whatnot.
Re: 32 Sprite Angles
If the engine did add native support for 32 sprite angles, how long before someone asks for 64 sprite angles?
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Re: 32 Sprite Angles
Moreover, how long before someone actually asks for support to sprite angles in the longitudinal direction? (a top and a bottom sprite image sounds cool, tho)
Re: 32 Sprite Angles
I legit would love a top image so I could play robotron on the automap.
Re: 32 Sprite Angles
Top angles have been asked about before. In fact, I think that someone managed an ACS/DECORATE implementation of some sort a few years back.
I loved Robotron. Both my local pub and my local arcade had a machine. I swear I just about dislocated both shoulders hauling on those twin joysticks.Gez wrote:robotron
Re: 32 Sprite Angles
Ok cool - from what I've read about SPRITEANGLE everything seems to refer to actually reducing the number of rotations an actor has. I assume there's a way to get a sprite image name outside of the built-in rotations from the WAD and pass that to SPRITEANGLE?Marisa Kirisame wrote:At that point wouldn't it be better to just use models? This sounds kind of overkill.
It can be done with ZScript, using the SPRITEANGLE flag and adjusting the spriteangle variable on tick, with the sole limitation that it would break with mirrors and whatnot.
- Matt
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Re: 32 Sprite Angles
A bit off topic, I think it would already be playable if the actor triangles were all colour coded whether it's an inventory item, a projectile, a monster, a player, another kind of shootable, or none of the above (drawn at bottom, lower contrast if not marked as solid).Gez wrote:I legit would love a top image so I could play robotron on the automap.
Re: 32 Sprite Angles
I've been reading up on Zscript but I still can't figure out how I could use spriteangle to increase rather than decrease the number of rotations. Are you able to give me a bit more detail on how it would work? I'd really appreciate any help you can giveMarisa Kirisame wrote:At that point wouldn't it be better to just use models? This sounds kind of overkill.
It can be done with ZScript, using the SPRITEANGLE flag and adjusting the spriteangle variable on tick, with the sole limitation that it would break with mirrors and whatnot.
As for using models - I'm afraid that simply would not work. There is a very specific look I'm aiming for and increasing the angles beyond 16 is an absolute necessity.
- Marisa the Magician
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Re: 32 Sprite Angles
Actually, about that, I just realized that spriteangle is still limited to the max number of rotations supported by the engine (16), it's just there for setting the angle manually (which I used to hack up a sprite with 4 rotations). I'm dumb.
Re: 32 Sprite Angles
Lol yeah that's what I figured. So I guess the only option at this point to patch the engine itself?
Re: 32 Sprite Angles
Anyone able to confirm this? That it would take an engine code change to achieve this? My further fiddling with zscript has not turned up anything sadly.