nickystar
Petz Petter
Professional Illustrator and Animator
Posts: 44
Petz Versions: 5
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Post by nickystar on Jun 27, 2022 20:59:41 GMT -5
So, I'm trying to edit the treasure chest into a vase, using the marble vase as a base. I've got everything working great so far, all the animations and everything are as they should be. I'm just running into one little issue that I can't seem to fix no matter what I try, and it's a bit frustrating :/
And that issue is the black mask layer that tells the flowers where they're allowed to sit. I obviously want it to be inside the chest. Unfortunately, this is what it's doing:
I've tried moving the black box in tinker, I've tried changing the size of the image, and adjusting the chest itself. But no matter what, it just follows the lid in game instead. I'm not sure if this is a hexediting issue or what, as I'm very new to this
Any thoughts or suggestions?
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Post by lobb on Jun 28, 2022 12:56:55 GMT -5
Yeah, I think the issue is that you're using the vase as a base, even though it's not meant to have multiple very different frames.
Is the chest supposed to be always open once people are using it? If so, you could try to set the mask size and position to be based on the "open lid" version. For example, if it shifts X pixels up, you'd compensate by adding that amount in the opposite direction so it'll sit where you want it to be. (I hope that makes sense, let me know if not.)
Otherwise, I'm not sure it's possible to make the mask toggle depending on position. In theory, I think it should be possible to add more frames to the mask, but I'm not sure if that would actually work or how you'd make them sync with the chest's.
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nickystar
Petz Petter
Professional Illustrator and Animator
Posts: 44
Petz Versions: 5
|
Post by nickystar on Jun 29, 2022 3:50:00 GMT -5
Yeah, I think the vase is the issue, too.
The chest opens when dropped, then closes when lifted, so it's always open in its resting pose. I've tried your suggestion but unfortunately no luck with that idea either :/
My other idea (my original one, honestly) was to base my treasure chest edit off of the wicker basket instead. However in that case I ran into the issue of the basket having a looping grabbed animation, which doesn't work very well with the "closes when lifted" animation. I have no idea if there's a way to stop the animation from looping like that, but if that could be done then I'd be golden. And I do think it would be kind of funny for petz to be able to jump into the chest XD
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Post by Amanda on Jun 29, 2022 13:38:52 GMT -5
You can delete all but one frame from the grabbed animation to do that!
I'm also working on a (different) treasure chest item funnily enough - I love your idea of it being a vase to put flowers in! I hope you are able to find a way to make the positioning work.
I'm sorry if you've already said this, but have you tried changing the size of the mask to make the area bigger, not just changing the positioning of it?
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Post by lobb on Jun 29, 2022 13:54:46 GMT -5
If it's always open in the resting pose then it should be possible to adjust the positioning/size to account for it following the top (lid) of the sprite, just like with a vase of a different shape. I'm not sure why that's not working The basket could be a good idea, like Amanda said, you can delete frames (or just replace them all with the same image). It's been a while since I last looked at the basket but I don't think it has a mask like the vase does, so the flowers won't necessarily stand upright. I'm going to tag ECRose here since she's done a lot of stuff using the basket and might be able to give you nudge in the right direction
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Post by ECRose on Jun 29, 2022 17:15:29 GMT -5
Hello!
I would try Amanda's suggestion of making the mask larger and shaped for the chest to see if you can get the desired result.
One thing that can be frustrating when it comes to toy graphics and function is that many toy elements are related to the size of the graphic. So, for example, if the chest's lid is up, the top of the graphic is the top of the lid, which may be impacting where the game positions flowers in relation to the mask graphic. I hope that makes sense. You may have to do a lot of trial and error to see what's up.
Another thing to try, or something to try in conjunction with the above suggestion, would be to eliminate the animations and just fuss with the file using the open chest. See if you can get it to work without the added variable of the graphic changing size, shape, and position. If you can get it how you want it in that situation, then you can start adding the animation back in and see what needs tweaking.
I think the flowers will be at rest in the basket, as Lobb suspects, which may not be the look you are going for. If that isn't an issue, then you do just have the single frame grab option to avoid the looped animation, as Amanda said.
If all else fails...you could make a pre-planted treasure flower chest. Not the same function, but still cute and decorative! If it is based on the potted flowers it can attract butterflies or other sprites of your own creation.
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nickystar
Petz Petter
Professional Illustrator and Animator
Posts: 44
Petz Versions: 5
|
Post by nickystar on Jun 30, 2022 21:38:10 GMT -5
Alright, so I've messed around with the chest mask graphic again. I tried offsetting the mask image size, making each frame of mask animation match the size of the chest over top, with the black rectangle sitting where I want the flowers to go, and varying sizes of blank space around it. I'd started trying to do this before, but tested it in game part way through only to find it didn't work. Out of curiosity though I finished doing that today, unfortunately to find that it still didn't work. Offsetting the same size mask layer in tinker to sit where I want it to be also obviously didn't work. What I have discovered, though, is that moving the GrabbedA and GrabbedB layers of animation and similar don't actually seem to affect where the flowers go. So in theory, I could move both up to match where the mask is sitting. However, then you would have to grab empty space underneath the chest in order to pick it up or put it down.
My original intention wasn't actually to use it as a vase, but to basically create a version of the chest that functioned mostly the same as the original chest, but that you could have in the p5 supply case without it crashing the game (I've so far done this with some success for the hermit crab, tumbleweedz, and pirate flag.) Hence why I originally intended to base it off of the wicker basket, and why I'm not too fussed about if the flowers can stand up or not.
So I went back to trying the basket, and got rid of all but one of the grab frames as suggested. This does unfortunately get rid of the "closing when picked up" animation, but I think I should be able to make it work regardless. But still, I would love to make the vase version work out as well.
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