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Heretic86

I need an XP Coffin Character Graphic!

Question

Im pretty close to implementing making Dead Characters transition into a Coffin the Caterpillar Revision Im working on, but I find myself in need of a Coffin Graphic that works like any other Character Graphic.

 

Any suggestions?

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Here ya go, I made this up before bed. When I have some time this week, I will finish it up.

Let me know if you like/want it, or if you want it to move, rather than be still in each frame.

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Looks pretty damn nice! Was hoping it would be vertical cuz I'm trying to use it to replace the Characters that are also vertical. Roughly same size and dimensions, I dunno, maybe like hop around inside their coffins when they are dead or something? lol But yeah, graphic style is perfect'o!

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My plan was to make a vertical graphic as well, it's incomplete at the moment. That is just what I came up with in 20 minutes before bed. I just wanted to post it now so you knew you had something to work with when the time comes. It shouldnt take me long to complete.

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Yeah, the more I searched, the more I came to realize that people that use the script might actually need that graphic because there are like none out there! Dont sweat the petty stuff and dont pet the sweaty stuff!

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I know I have seen at least 3, but I couldn't remember for the life of me where. I have 1 I am using in my current project, but it's more mausoleum/crypt style, then actual coffin. I was thinking about it as I went to sleep as well, I actually drew a casket rather than a coffin, ha! So since I couldn't find one I figured it may be quicker just to make one up, rather than scour the internet for one. Now you get one without crazy permissions, and there for can do anything you want with.

 

I'll finish it today, update the sprite above with a permanent link, and send you a PM when it's done.

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Is this what you're looking for, I got it from the VXA RTP and changed it to a XP character file.

 

Coffin.png

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I know this will sound a little "odd", but I think the casket / coffin thing needs to look like it is standing up instead of laying flat on the ground. Reason is it will be used to "swap out" the Caterpillar Graphic for the Dead Character so the Player can easily see that those characters are Dead! It gives the Developers the option of turning those characters into Ghosts, maybe stay solid and just Dont Walk, and Coffin / Casket is the 3rd (of 4 total) options for a way to have a Caterpillar Actor come up as showing to the player as they are Dead.

 

Hey, how about Zombie Versions of the Default RMXP Graphics? Im pretty sure I've seen those before as well. Same characters, just all bloodied up and what not. Do you guys know where I can find those graphics?

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I understand. So the same dimensions as the sprite then. Is it possible to lay a graphic over top? So like I make a standing coffin that has an open part that shows the characters face? In either case, I will see what I can do about a standing coffin, I think I can probably adapt that coffin to work, its roughly 32 wide as is. Gimme a few days, I will see what I come up with.

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Will do. Thinking a visual style something like this:

 

http://diycoffin.com...CoffinPlans.jpg

 

I dont think the open casket showing a face will work tho. Basically a Generic Casket for any Dead Character. It is enough info to go bring them back to life in the menu screen if you catch my drift...

 

edit:

 

Oh, and just have to brag a bit, I think I have Alternate Sprites working! Needed this to be able to "dissolve" between a "Dead Version" of the Character (either a Casket / Coffin, or a Zombie). Sprites line up PERFECTLY! Every frame of animation is Spot ON. Still need to work something in for the Player (only got Cat Actors going thus far), and then work in the rest of the "dissolve" effects, so dont need the Graphic at least for a couple of days.

 

I do suspect this is going to take a very "ordinary" Caterpillar script from the "yeah, whatever" category to the "there is only ONE caterpillar script you should be using in RMXP Ever" category!

Edited by Heretic86

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I agree, your caterpillar script is turning out even more amazing as time passes. That dissolve effect sounds amazing, that's awesome.

I can't see the link for some reason, says forbidden.

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http://www.775.net/~...ds/rmxp/cat.php

 

Hmm, not sure why it would say forbidden.

 

The "dissolve" effect is kind of already included, but the current version just allows an Opacity change over Time instead of the immediate "snap to" Opacity change offered by Default RMXP. Its how Im doing the Dead Caterpillar Actors are Ghosts effects on the version up for download. All Im doing is using the already included fade_event(opacity, duration) to set a character to be whatever the DEAD_GHOST_OPACITY constant is to take DEAD_GHOST_DURATION constant, which I think I have set to 30 but left open so people could set it as they please. The "dissolve" effect will just use two sprites, fade one in, and fade the other out. The Alternate Sprite will walk around and be completely transparent unless transitioning between the two.

 

This is one where its actually easier to explain than to do it in code. Like that page switching graphics and making characters invisible bug was easier to code than explain. But easiest way I can think of is to say it like this. Stack two events. One has 0 opacity, other one set to fully opaque (255 opacity). Set the 0 opacity one to fade_event (255,30 frames) and the other to fade_event(0, 30 frames), so they just gradually transition back and forth.

 

Did you catch that question about the Zombie versions of existing Character Sprites?

 

@bigace

 

Much appreciated, but needed a Coffin that was standing up. I should have specified that. My fault for not explaining that.

Edited by Heretic86

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Haha, not a link to the demo, a link for your picture. The one with the coffin standing up. I always need source art, so it would be awesome to see that.

 

I did catch that questin, I definitely remember seeing bloodied RTP characters somewhere, I am not a collector though, because I always want to credit people and it's to hard to credit and blindly grab at the same time. As far as Zombie versions, without putting my foot in my mouth, I think I could whip those up rather fast. I'll take a look around see whats our there, and then see if I need to make them. I will definitely try the zombie chars, I think I can get away with a quick color shift, if so I can tell you how I did it so you can add the method to your script so people can create their own zombie graphics of their unique characters. So remember to fix that coffin link so I can see the picture. I will look into the other sprites.

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Yay! In a little under an hour, I've finally managed to get half of what I need to do for Alt Sprites to work! The Cat Actors are now all rendering with Alternate Sprites that match their positions and walk animations perfectly including the player, which had to be done different (screen_x as opposed to a sprites self.x) and threw me for a loop for a few minutes. So about half way there! Now just need to implement fading to these alt sprites, which should be moderately easy. Will still need a sprite.

 

Ok, sample...

 

stock-photo-a-weathered-wooden-casket-6441817.jpg

 

Closed Casket so cant see the Character, but looks like it is standing up, so it can replace a standard size player sprite. Um... Now that I think about it, since someone may want to use a different sized player sprite, you might need a larger graphic as well, for source reference to allow people to resize it in Photoshop or whatever to fit their characters size. Just thinking if you do one, make it fairly large without creating too much work for yourself, include the original big one, and one adjusted for standard XP Character size.

 

Also thinking it might be kind of "funny" to have the Coffin "hop" around, like those Characters are trying to get out? Leans forward, bounces up in the air, leans back to land, then normal standing. 4 frames of animation. Should be really easy in Photoshop once a Base is made, just by doing a Transform and misaligning the top from the bottom. On this example pic, also imagining a better wood, like in your original example, but yes, basically this shape to fit the Character sprite. Also thinking like a simple cross on the front so players can differentiate the direction said dead sprite is facing. Cross facing down or toward the human player, and no cross facing up or away from the human player.

 

Sometimes I almost hate coming up with ideas because I create so much work for myself. Do you think after this is wrapped I should consider trying to expand this even further? What I am thinking now is this: the Animation reflects Inflicted States. Such as a Paralyzed State would cause the Dont Walk feature to kick in, and leaving the option for Ghosts / Caskets / Zombie Characters still available for Dead Characters, but show other Inflicted States, like a Poisoned Character might have Green Bubbles floating up to over their heads. Kind of like the way Inflicted States show Animations in the Battle Screen, but same thing on the Map Screen. Think that is a decent idea, or is that just too much?

 

(Anyone can feel free to respond, I am open to suggestions on how to further improve the script, within my ability of course...)

Edited by Heretic86

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Yeah I contemplated the whole hop animation thing, but it's hard to have the passion for someone else's work that I have for my own, so I decided against trying it. I am glad because I am ending up having to make a whole new graphic ha! You, described the hop animation perfectly, I can definitely achieve that. I will use the exact same tones as the first graphic to start, once we are satisfied with the animation I can add any weathered effects etc if desired.

Yeah I use GIMP, same idea though.

 

Ha! Yeah I know what you mean, about wanting to get too in depth into things. My rule of thumb is, I never go forward with something else until the first thing is finished, which you seem to follow as well. With that in mind you can never really go too hard at anything because you never leave anything unfinished expect for maybe the last thing you start, which is ok.

As far as actually doing the whole status effect thing, um, 100 times yes. That's freaking genius, picturing that in my head, I couldn't imagine a system that didn't already do that. Showing animations on the map screen for the status effects combined with a cat script is definitely epic.

 

I will have to start on this on the weekend, as my plate is super full at the moment, don't expect anything until Monday.

 

-Cheers!

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AHAHAHAHAHA! Looks awesome man. I put it into my test project and the basic animation is pretty solid, I can totally use this. I'll start working on it now actually, since it's almost done anyhow lol.

 

EDIT*

Hows this look? (this is just the front view, one frame, I also intend to make a cross one, but this is the one i'm making first)

Edited by Jon Bon

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That looks slick! I love it! Transparent shadow? OOooooooOooooh! This is gonna be so cool!

 

I got the Coffin Effect half way working. In plain english, the Actors transform into their Alternate Sprites, now Im working on getting them to change back, like after you heal them. Since I didnt have the Coffin grapic, I got over-zealous and implented yet another option, for a Zombie. Just using a slightly smaller version of one of the Undead Graphics, but for all practical purposes, Coffin will work the same way!

 

I may have to go out later, well, cuz its Friday and all, so I'll work on it while I can. My head is all wrapped up in this!

 

edit: Update

 

I believe the Alternate Graphics are Fully Functional! If anyone else is reading this thread, that means I can now "Fade" or "Dissolve" between a normal Character Graphic and an Alternate Graphic, something like a Coffin, or a Zombie just to show that Character is Dead!

 

Wheee! Im having so much fun doing this!

Edited by Heretic86

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I got a down animation what I think is close to complete. Try the sprite above, and test walking down, let me know what you think.

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