Get your Custom NPCs right here folks!

Mar 9, 2014 at 2:24 AM
The TideWalker
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Brayconn said:
I feel really dumb for saying this but...

I was still using the default defines.txt file...


Please don't hurt me.
Hey, I've been a n00b to.


At least you're trying to be competent. :rolleyes:
 
Mar 11, 2014 at 6:19 AM
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(I hope this is the last post in which I'm complaining about something not working but...)
After getting everything setup for Momorin I came across a bug(?).
The NPC (In this case that would be ^) glides to the right until it hits an object (as if it's on a conveyer).
Also there are some sprite glitches but I think that's my fault for not making a walking animation before hand...
Did I mess something up again or is the a bug with the NPC?
 
Mar 20, 2014 at 7:01 AM
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Bombchu Link said:
cange add npc.X to add npc.Y at the gravity part
Thanks again! (Lots of progress has been made since I got this working)
One last question (Don't Quote me on that).
How would I change what sprite sheet an NPC will use?
 
Mar 20, 2014 at 11:01 AM
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Mar 20, 2014 at 2:07 PM
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Brayconn said:
Thanks again! (Lots of progress has been made since I got this working)
One last question (Don't Quote me on that).
How would I change what sprite sheet an NPC will use?
Coffee said:

Yeah, if you have anymore questions, just ask there.

I lurk a lot so I'm sure I'll see it.
 
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Jun 5, 2014 at 12:27 AM
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Two requests:
1. A walking animation for Momorin.
2. A walking left animation for Kanpachi.
(both with gravity if possible)


Updating this request...


1. A walking NPC (same height as Momorin) that blinks when standing still and still has Momorin's :momo: animation (still with gravity).

2. An NPC that can change frames by the <ANP command (ex. <ANPxxxx:0001:000x = frame 1, <ANPxxxx:0002:000x = frame 2, etc.).

3. I'm sorry if I made this thread die/made myself hated here...
 
Jun 5, 2014 at 2:13 AM
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Updating this request...


1. A walking NPC (same height as Momorin) that blinks when standing still and still has Momorin's :momo: animation (still with gravity).

2. An NPC that can change frames by the <ANP command (ex. <ANPxxxx:0001:000x = frame 1, <ANPxxxx:0002:000x = frame 2, etc.).

3. I'm sorry if I made this thread die/made myself hated here...


1. does it turn to face you?



2.
Code:
offset NPC???

#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth        = 10
sprite width         = 20
#enddefine

push ebp
mov ebp,esp
sub esp,10                        
xor eax, eax
MOV DWORD [EBP-10],eax
MOV DWORD [EBP-C],eax
MOV DWORD [EBP-8],eax
MOV DWORD [EBP-4],eax
setpointer

:render
mov eax, npc.scriptstate                 
imul al, al, sprite width
add eax L_framerect_distance 
mov npc.DisplayL,eax                    
add eax, sprite width                          
mov npc.displayR,eax   
mov eax, U_framerect_distance  
mov npc.displayU,eax                   
add eax, sprite heigth                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn




3. It's fine
 
Jun 5, 2014 at 4:57 AM
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Bombchu Link said:
...does it turn to face you?
???

I'm assuming "it" is Momorin but I don't understand the "turn to face you" part.
Momorin only has one animation (other than blinking).

(Or maybe it's just to late in the evening to comprehend your question...)
 
Jun 5, 2014 at 11:50 AM
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p178157-0-gak9y6q.png


circle one
 
Jun 5, 2014 at 4:53 PM
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[attachment=609:CSmodding dun.png]



If it's not too much work could you make that ^^^ toggelable?

(Either using Option 2/1 or <ANP?)



If it is too much work then don't do that. ^^^



P.s Thank you Noxid for making my day.
 
Jun 6, 2014 at 3:57 AM
The TideWalker
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if it's not too much work could you make that ^^^ toggelable?

(Either using Option 2/1 or <ANP?)



If it is too much work then don't do that. ^^^



P.s Thank you Noxid for making my day.


Done.


Code:
#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth    = 0
sprite width     = 0

walk timer     = 6
walk frames    = 3
walk speed     = 200
dbl walk speed = 400
gravity_level  = 5ff


#enddefine

push ebp
mov ebp,esp
SUB ESP,10                        

MOV DWORD [EBP-10],0 
MOV DWORD [EBP-C],0 
MOV DWORD [EBP-8],0
MOV DWORD [EBP-4],0

setpointer
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]

;-------------------------------------------------

:StateIdle 
mov npc.framenum, 0
:shock done
cmp npc.direction, 2
je :render
mov eax npc.X
cmp eax PlayerXpos
jg :face_right
mov npc.directive, 0
jmp :Render
:face_right
mov npc.directive, 2
jmp :Render


;-------------------------------------------------

:StateWalk
inc npc.frametimer
cmp npc.frametimer, walk timer
jl :Walk_end

mov npc.frametimer,0
cmp npc.framenum,1
je :1_to_0
jg :2_to_0

cmp npc.scriptstate, 2
je :0_to_1
jne :0_t0_2

:1_to_0
mov npc.framenum, 0
mov npc.scripttimer,2
jmp :Walk_end

:2_to_0
mov npc.framenum, 0
mov npc.scripttimer,1
jmp :Walk_end

:0_to_1
mov npc.framenum, 1
jmp :Walk_end

:0_t0_2
mov npc.framenum, 2
jmp :Walk_end

:Walk_end
add npc.X walk speed
cmp npc.directive, 2
je :render
add npc.X -dbl walk speed
jmp :render

;----------------------------------------------------

:StateShock 
mov npc.framenum, 3
jmp :shock done
;----------------------------------------------------

:Render
add npc.Y gravity_level         ;gravity    
mov eax, npc.framenum                  
imul al, al, sprite width
add eax, L_framerect_distance 
mov npc.DisplayL,eax                    
add eax, sprite width                          
mov npc.displayR,eax
mov eax, U_framerect_distance  
cmp npc.directive, 0
je :face_left
add eax, sprite heigth
:face_left
mov npc.displayU,eax                   
add eax, sprite heigth                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn
     
:StateTable
print :StateIdle         ;<ANP0000
print :StateWalk         ;<ANP0001
print :StateWalk         ;yes, this second one is here on purpose
print :StateShock        ;<ANP0003




frame 1 = standing

frame 2 = walk1

frame 3 = walk 2

frame 4 = shocked



Setting direction to 2 (spawn with alt direction) makes it turn to face you.

shock does not revert back to standing sprite after X frames

You have easy requests
 
Jun 6, 2014 at 8:56 PM
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BLink said:
...You have easy requests
Not for long apparently...
(What is it with me and assembly?)
Just tried assembling and got this error.

"Line Number: 37
Line Contents :shock done

Cannot find instruction badc0de
in the binary table."

I can't confirm if this is because of defines.txt again because your link in the OP is broken.
(As a guess though I'd say this is something else this time)
 
Jun 6, 2014 at 10:33 PM
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Brayconn said:
Not for long apparently...
(What is it with me and assembly?)
Just tried assembling and got this error.

"Line Number: 37
Line Contents :shock done

Cannot find instruction badc0de
in the binary table."

I can't confirm if this is because of defines.txt again because your link in the OP is broken.
(As a guess though I'd say this is something else this time)
whoop, I forgot you can't have spaces inside lables

change all instances of "shock done" to "shock_done"
 
Jun 8, 2014 at 1:45 AM
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whoop, I forgot you can't have spaces inside lables



change all instances of "shock done" to "shock_done"


Done and Done!

Now I just need to figure out why she wont walk left... (maybe because I used a <CNP with a direction of 2 and she wont turn around?)

Oh, and a frame is missing while walking(?).

(This happened with the other NPC you gave me)



When walking it seems to go on a Frame 1 -> Skip Frame 2 -> Frame 3 -> Loop.

(See top left of attachment for art stuff thats probably useful)

[attachment=610:NpcMomo.bmp]
 

Attachments

Jun 8, 2014 at 3:04 AM
The TideWalker
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Brayconn said:
Done and Done!
Now I just need to figure out why she wont walk right... (maybe because I used a <CNP with a direction of 2?)

Oh, and a frame is missing while walking(?).

(This happened with the other NPC you gave me)



When walking it seems to go on a Frame 1 - Frame 3 - Loop.

(See top left of attachment for art stuff thats probably useful)

View attachment 438


Walking is a 3 frame animation, look at curly below on the same sprite sheet.



Also why didn't you edit the framerect_distance so that you can just replace the red curlies instead of Sue on the spritesheet?
 
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Jun 8, 2014 at 6:54 PM
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BLink said:
Walking is a 3 frame animation, look at curly below on the same sprite sheet.

Also why didn't you edit the framerect_distance so that you can just replace the red curlies instead of Sue on the spritesheet?
Should've worded that differently...
(Updated)

As for your other question...

I think it was one of these two reasons:

1. I wanted to keep it simple and not change the framerect for easier(?) editing.
2. I couldn't be bothered to fiddle with it until it was overtop of original Momorin.
 
Jun 8, 2014 at 8:44 PM
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Brayconn said:
Should've worded that differently...
(Updated)

As for your other question...

I think it was one of these two reasons:

1. I wanted to keep it simple and not change the framerect for easier(?) editing.
2. I couldn't be bothered to fiddle with it until it was overtop of original Momorin.
I don't see what's wrong with my grammar.(?)

editing the Framerect distance is easy peasy, I purposely set it to 0 so that you could put it where you wanted. if you can't do that, then I don't know why I'm even making these if they can't be utilized properly.. (also you're making the Sue NPC worthless in the process :()
 
Jun 8, 2014 at 11:06 PM
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All I got from that last statement is "My raging superiority complex is preventing me from making NPCS for people who don't know basic assembly."
 
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