Ah-sung's Paperdoll
#2
BUMP!
to version 1.2

On its release, Ah-sung's Paperdoll would likely have been heralded as the most advanced character sprite layering system within the RPG Maker line. It includes features that have not been witnessed in other like systems, even among plug-ins made for the python-based newer engines. Still, there is a time when one dabbles with their work and realizes that something may have been missing.

Those missing features have now been addressed.


Multiple Image Layering for Defined Equipment

Paperdoll layering assumes you have a a base character such as the actor, and draw another image atop to render it wearing armor or carrying a weapon and/or shield. Ah-sung's paperdoll granted the game developer the ability to choose the order in which the images are layered together with the ORDER STYLE system.

However, the game developer may encounter instances where an article of clothing or a piece of gear must wrap around the initial sprite, rendered and drawn behind the initial sprite as well as atop the sprite. One such example would be a 'cloak' worn by the hero as seen in the initial post. You may have the flowing cloak appear behind the hero, but the cloth that wraps around the neck shown atop.

Said image layering such as the cloak is now possible, and plays a part within both the Basic and Extra feature demos. But it need not apply to only worn gear. The demos now include an Archery Bow which Aluxes may now equip. While this takes a traditional weapon slot, weapons such as bows are traditionally carried in the left hand and not the right. However, both demos also shows that the Multiple Image Layering system can be used to place the bow within Aluxes's left hand when carried.

The bow is not anything special, just a couple of orange-ish lines... nothing special at all.


Image Substitution Based on Existing Gear

Yes, the system allows you to display different graphics for pieces of gear depending upon the actor, but a new feature has been added. This system allows game developers to have the actor's gear determine if any item is visibly changed. It does so by temporarily changing the item ID of something equipped so this new ID can be instead used when acquiring and rendering the sprite.

As an example, if an actor was wearing a cloak (again with the cloak), the cloak may look burly and large over the hero if he or she is wearing bulky armor. But if wearing modest clothes, it may drape over the character sprite instead. The system may generate a different ID if the hero is wearing any defined armor by the ID numbers supplied, and then use the temporarily updated ID for the cloak and choose a different cloak image.

The image substitution system does have to recognize the differences between armor and weapons, so it uses two different hash arrays... one for each. It also uses string (or text) to allow one to distinguish weapon IDs from armor IDs when defining what gear temporarily changes an item's ID.

An item's ID can be changed to another if another item (from a range) is also equipped, can be changed to one of two item IDs, and even change it to a different ID if multiple items in a row (all combined) are equipped. A more complex feature, it is shown within both demos. A simple use of it is shown in the Basic demo while a more complex version exists within the Extra demo.

Happy Gaming!!!



PS: Oh, now the first page explains why it has its name... or who it is.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Ah-sung's Paperdoll - by DerVVulfman - 03-05-2023, 03:28 AM
RE: Ah-sung's Paperdoll - by DerVVulfman - 03-31-2023, 05:35 PM

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