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BltPlayer()
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Author:  Erik [ Fri Mar 16, 2007 5:51 am ]
Post subject:  BltPlayer()

[Client Side Only]

In a blank MS, BltPlayer has a Y coordinate that gets set as "GetPlayerX(Index) * PIC_X + Player(index) - 4"
Code:
y = GetPlayerY(index) * PIC_Y + Player(index).YOffset - 4

It shouldn't be - 4 because if it is, the character gets blitting 4 pixels above where it should be, therefore making the character's head touch the next tile up. If the tile is fringed, then it looks very bad, in my opinion.

Change it to:
Code:
y = GetPlayerY(index) * PIC_Y + Player(index).YOffset


(I don't know if this has been fixed in the new MS (MSE), because I use 3.0.3.)

:: Erik

Author:  Coke [ Fri Mar 16, 2007 11:06 am ]
Post subject: 

its a feature xD

gives your player perspective.. i dont see how it looks bad with fringe though o.0

Author:  Erik [ Fri Mar 16, 2007 11:09 am ]
Post subject: 

Well, if you're using 32 x 32 tiles, then a character can be as tall as 32 x 32. If the player is moved up 4 pixels, it effectively makes him or her 32 x 36, reaching up into the next tile a bit. When walking one tile lower than fringe, the head of the character will be cut short a bit, and if you're at the top of a map, it does the same.

Author:  Robin [ Fri Mar 16, 2007 1:50 pm ]
Post subject: 

But why would you have a fringe tile one tile above someone unless you want them to walk under it?

Author:  Coke [ Fri Mar 16, 2007 5:49 pm ]
Post subject: 

Erik listen to me, its a feature lol. Its a character offset so it looks nicer -rolls eyes-

and no, your character is still 32x32 its just offset.

Author:  Erik [ Fri Mar 16, 2007 8:14 pm ]
Post subject: 

I know that the character is 32 x 32.. it's being blitted in a 32 x 32 square, but the character... nevermind. Lol.

Call it what you may, but if someone's wondering why that's happening -- this is the reason.

Also: Some mappers seem to just randomly (and sometimes accidentally) use fringe instead of.. let's say Mask; this makes sure that it won't make it look bad.

I've gone through and asked over 50 people (non-programmers... players) each said that they did not like it, and that they noticed it during gameplay. Therefore, I consider it a bug fix.

Author:  Robin [ Fri Mar 16, 2007 8:24 pm ]
Post subject: 

Erik wrote:
I know that the character is 32 x 32.. it's being blitted in a 32 x 32 square, but the character... nevermind. Lol.

Call it what you may, but if someone's wondering why that's happening -- this is the reason.

Also: Some mappers seem to just randomly (and sometimes accidentally) use fringe instead of.. let's say Mask; this makes sure that it won't make it look bad.

I've gone through and asked over 50 people (non-programmers... players) each said that they did not like it, and that they noticed it during gameplay. Therefore, I consider it a bug fix.


Say I don't like spells.

I shall remove spells.

I shall call them a bug!

I will now go post on the forums how to remove spells.

In the bug fix forums.

Your logic is pathetically flawed.

Author:  Erik [ Fri Mar 16, 2007 8:30 pm ]
Post subject: 

I'm not going to argue with you, I understand your perspective, and I respect it, but I'm just simply stating that it's not neccessary and it can mess people up if they think that they've calculated blitting wrong. Now please, take into consideration my effort and respect me.

This can be taken as a beginner's tutorial to a small little thing that I call an error, or maybe not care at all, but at least please respect me and my thread.

Author:  Lea [ Fri Mar 16, 2007 8:41 pm ]
Post subject: 

The intent of the offset, I believe, is to make the character appear to be closer to the center of the time.

If you don't want this, remove it. If you do want it, leave it.

The End.

Author:  Robin [ Fri Mar 16, 2007 8:44 pm ]
Post subject: 

Dave wrote:
The intent of the offset, I believe, is to make the character appear to be closer to the center of the time.

If you don't want this, remove it. If you do want it, leave it.

The End.


No it isn't.

A - offset with result in the player being higher. This makes him appear 4 pixels over the bottom of the tile below. This was probably to make it look a bit more like the FinalFantasy games, where the top 1/4 of your character appeared over a mask tile, such as a wall, adding realism and perspective.

Author:  Erik [ Fri Mar 16, 2007 8:47 pm ]
Post subject: 

I know what you're saying, but it makes it look worse in my opinion. 32 x 32 can't get very perspective, I don't believe.

Unless you have many more layers, and a hell of some kind of lighting system, it's not going to look very "real".

Author:  Robin [ Fri Mar 16, 2007 9:02 pm ]
Post subject: 

Stop nit picking.

Author:  wanai [ Thu Dec 16, 2021 7:18 am ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Fri Feb 11, 2022 2:08 am ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Sun Mar 13, 2022 2:29 pm ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Thu Jun 16, 2022 3:45 pm ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Sun Sep 11, 2022 9:29 am ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Fri Nov 04, 2022 5:37 pm ]
Post subject:  Re: BltPlayer()

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Author:  wanai [ Sun Dec 11, 2022 7:14 pm ]
Post subject:  Re: BltPlayer()

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