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2D All the way! / help with CReate animated sprite command

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I wanna be a guru
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Posted: 19th Jul 2006 03:56
hi, im trying to create a animated sprite out of this

in the


im confused as what across and down indicate? are they like rows and column ?

in that case i used
for the down and across respectively, in order to divide up teh image into 5 by 4.

But if the sprites are cut off....

please help.
m2zt
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Posted: 19th Jul 2006 06:30
You have the image setup wrong i think. For your image it can either be 5 columns and 4 rows or you could just do 18 columns or other combinations. Try to space them out evenly. Some rows you have the sprite spaced out more so you are most likely going to see the image cut out.

So rereange your images.

Darkbasic can divide the image up for you just use set sprite frame command.

Futurama 2008
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Posted: 19th Jul 2006 08:10
set sprite frame ? oh, but i thought this was just indicating the frame #....could u elaborate more on this ? i dont know how DB would automatically divide it up for me....i mean is it smart enough to tell apart the black background and the sprite ? im confused....i've read the stickies and such, but not much on this matter.

if it was a 5 by 4 sprite image collection, how are the frames numbered ?
from top left to right
then the next row ?

thank you.
m2zt
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Posted: 19th Jul 2006 08:40
Set sprite frame will set the frame of the image. While sprite frame will give you an integer value. Well i think dbp will divide the image up by telling it how many images you have. Frames are numbered from left to right.





example image is attached

Futurama 2008
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Posted: 19th Jul 2006 09:01
lol. zoiberg!
I wanna be a guru
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Posted: 19th Jul 2006 09:02
so basically, it IS SMART ENOUGH to know that theres exactly two zoibergs in your attahced picture
m2zt
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Posted: 19th Jul 2006 18:16
Quote: "so basically, it IS SMART ENOUGH to know that theres exactly two zoibergs in your attahced picture "

Yeah by telling how many columns you have in the image and how many rows. So when you fix up your top image try making them spaced out evenly. Also look up play sprite which will let you animate the sprite.




Quote: "lol. zoiberg! "

I hope he helped out.

Futurama 2008
Captain GerBear
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Posted: 19th Jul 2006 21:22
Yeah, your sprites need to be arranged in a perfect grid. Since you've got 18 images, I would suggest rearranging them 6 across and 3 down. Then when you make the animated sprite, you put "6,3" and it'll work right.

The method I use when making animated sprites is to create my animation in flash (Any program that will render a sequence of images will do) and then export the animation as a sequence. Every frame should be exactly the same size. Then just bring them all back into a graphic-editing program (Again, I use Flash, but anything will do) and butt them end-to-end to fill your grid. You'll have a lot of what looks like wasted space, but it'll make your sprite work right.
Captain GerBear
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Posted: 19th Jul 2006 21:30
Here, I did this up. I took the frames in my avatar and arranged them in a way that would work for creating an animated sprite in DBPro. you'd use "4,3" for the width and height for this particular layout.
I wanna be a guru
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Posted: 20th Jul 2006 02:10
cool.,,.
I wanna be a guru
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Posted: 23rd Jul 2006 09:27
argh....play sprite is not working.....why ?
m2zt
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Posted: 23rd Jul 2006 18:23
You forgot to add sync before the loop.



Futurama 2008
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Posted: 24th Jul 2006 03:24
yes. but now its behaving weirdly.
I punch, but its too damn fast, and teh sprite keeps on blinking and dissappears once in a while....any solution?
m2zt
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Posted: 24th Jul 2006 04:43


Should work with no problem. When playing a sprite add a delay value. Look it up in the help files.

Futurama 2008
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Posted: 24th Jul 2006 08:58
yes thanks again. the problem was that I didn't have any animation showing the arm returning to its original position....thats why i got jerky flickerings.

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