PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Feb 6 2015, 02:47 AM #17

The Character Swap feature is now up on the site. This appears under the picture in the last menu screen and lets you choose which character (out of the characters and sprites you've already chosen) appears in a character slot (including duplicating characters or leaving them out). You make your choices, press the button, press the "Click for modified version" button and you'll get an updated pic. Character portraits and mini-logos will move along with the selections, but text choices like the Mega Man NES select screens won't because they're input text and not character properties. Text modifiers will be added in the near future if this function works out.

http://scrollboss.illmosis.net/gfxgen_group.php

There will be more features added to that section so you can tweak the pictures for better results. The big one I'll mention now will let you modify the position of the sprite's x and y coordinates.

WARNING: boring coding stuff ahead

I talked a long time ago about needing to change a ton of code in the generators and I did the first steps of that while adding this new feature. The old generator was just supposed to be a Marvel Super Heroes Vs. Screen generator and the coding would be just fine if that's all it was doing now or all I ever wanted it to do. so I coded functions like this:
function characterdataread($request, &$displayname, &$sprite, &$spritedisplayname, &$spriteaxisx, &$spriteaxisy, &$minilogos, &$abillionmoredamnvariableslikethis){
I was just learning this stuff then and there wasn't much coding going on, so it wasn't a big deal to add new variables to the functions and statements that used 'em. Now it's a complete pain in the exhaust port. So I'm working on new versions of the data readers that look like:
function chardataget($request, &$info){
and puts everything into a multidimensional array like:
$info[sprite][1][standaxisx]
they're more of a pain to work with than regular $variables, but I'll be able to add new features without having to add another $variable to the and every part of the program and every page that calls the function. I'll be able to just type $info[newcrap] and it'll be sent with the rest of the old info. That's when I'll be able to add new stuff to characters like portrait palettes and new things to screen set-ups. That also means I'll have to change all the info for every character and screen set-up. Even if I make a script to automatically convert the info files (shouldn't be hard), I still might have to change a few things manually.

If that was boring to read, just imagine having to do it :sagatlaugh:
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Kiwi
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Kiwi
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Joined: Sep 4 2004, 03:30 PM

Feb 7 2015, 04:10 PM #18

Man oh man this was already the best way I could imagine to display a sprite gallery, and now the customizations have taken on a life of their own

I can very much relate to the confusion that one feels at being obsessed with getting dry boring code right for some certain project. "I thought this was supposed to be boring... and.. it still kind of is?" and then you get the results you wanted in your test and it changes to "I will never leave you". I had it for my website and the tumblr. Got the code to do what it was supposed to, and then "now how can I do it with less coding?" slips in. I imagine it's something that lurks inside everybody, artist or mathematician.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Feb 8 2015, 12:28 AM #19

It really has taken on a life of it's own. The original plan was to make something that would swap characters (example: replace char1 with char6), but I realized that it'd be more flexible to use the chosen characters as a palette to chose from in the final pic. It seems to be working, so I'll be working on the next stuff soon. I'm getting back to work on sprites and content, but work on the engine will continue.

Jesuszilla actually gave some good feedback on Tumblr and confirmed what I felt about the messiness of the radio buttons in a lot of menus. The timing couldn't be more perfect, because I've been working on that code lately and it's time that I try how some of those sections are laid out.
Kiwi @ Feb 7 2015, 12:10 PM wrote:I can very much relate to the confusion that one feels at being obsessed with getting dry boring code right for some certain project. "I thought this was supposed to be boring... and.. it still kind of is?" and then you get the results you wanted in your test and it changes to "I will never leave you". I had it for my website and the tumblr. Got the code to do what it was supposed to, and then "now how can I do it with less coding?" slips in. I imagine it's something that lurks inside everybody, artist or mathematician.
That's the feeling exactly! You know you can make it cleaner and better, but how? Learning new things in coding is just like learning a new art technique and it's probably what keeps us propelling forward, even when things get frustrating.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Jan 11 2016, 06:01 AM #20

I can't even remember if I talked about the Generator upgrade stuff in different sections, but I figure this is the best place to post this one.

Upgrading the generators has a side-side-side project for a while now and Sunday was the day that I got all of the parts pasting, the sprite palette functions in place and the NEW portrait palette feature has now been added:



I won't have the time to upgrade every portrait, but I'll try to get a lot of the essentials (like the Lee Bros., the TMNT, etc.) ready.

Again, going slowly and trying to make sure all the data work was as flexible as possible is paying off. Sprites and portraits now use most of the same functions to work and, with a bit of tinkering, I'll be able to do the same with logos and more.

There's still a lot of work to do. Name Tag graphics (the names for the SFA3, X-Men:CotA and Vampire vs. screens), Image fonts and a bunch of other functions need to be ported over and I have to redo the interface. There will be a bunch of new things to make it look better, too. I'm hoping to have it ready by the middle of Spring.
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PrimeOp
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PrimeOp
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Mar 21 2016, 06:31 PM #21

I recently finished the art commission (that'll be announced somewhere else on the board) and was able to jump back on the generator. This Tumblr post explains most of where it is now:

GFX Genterator work

additional: if you follow the ScrollBoss Twitter account, you may have seen me kvetching about the MSH portrait palettes. Long story short: I had no idea that many of them don't match up on a color-by-color level (and Iron Man almost seems to have alternate helmet tiles) and I'm not fully collapsing all of them into one portrait for the Vs and Win Quote portraits.

The debut for the smaller generators will still be Spring 2016. It'd be cool to start April 1st for April Fools Day, a good time for fake screenshots, but no promises there!
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PrimeOp
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PrimeOp
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Mar 28 2016, 01:48 AM #22

Shhh... :ibukishifty:

Keep it a secret for now. I still have a lot I need to add.
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PrimeOp
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PrimeOp
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Sep 17 2016, 08:07 AM #23

There have been a lot of updates since that last post and I'm too tired to go through them all. I'm posting this a bit ahead of time, but the mostly-finished generator is up and on the site (unannounced) as of now. Most of the screens from the Vs. and Group generators are now in one generator:
http://scrollboss.illmosis.net/gfxgen_fightsize.php

Still have things to sort out, fix, etc., but it's good enough to use. The old generators will be up until the other screenstyles are redone in the new generators or are abandoned (the Avatar 100x100 pixel may get tossed out due to non-use + alignment issues).
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Kiwi
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Kiwi
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Joined: Sep 4 2004, 03:30 PM

Sep 23 2016, 12:03 AM #24

Still the best way I've ever seen to show off a sprite gallery

One of the things I always liked about pixel art (or game sprites more specifically) is how easy it is to change later on. If a face seems off, you can just go in and readjust some pixels without ruining things like if you did it to a painting or charcoal drawing. As I get more and more into code, it's the same thing. I can always go back to my tumblr layout and streamline the pageloads whenever I get a new idea, and even a small improvement is so strangely satisfying.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Sep 23 2016, 05:14 AM #25

You've said that about it being a sprite gallery and that's part of why I really want to shape it up and work some parts into the regular galleries on the site, too. It's a thing with sprites that you can't really do with most other forms of art.

Agreed about the ability to change things later. I've gone back to work on a sprite's face and it's giving me a chance to take a break from having to redo the sprite shadow routine to accommodate characters switching spots (which might make me lose my mind). Being able to flip-flop between disciplines with that same ability gives me a chance to get my head together.
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