Hi Piccolo. I have a proposal for creating a character template. I made this sprite from scratch for CMT. This sprite is incomplete and odd since I want it polished. But this could be useful for choosing any entity type as a template. I might/would consult with either
@bWWd or
@O Ilusionista on the design. Despite looking small, it would be useful for those who want to use small or big sprites. Would a single sprite like this suffice for any entity type creation? I'd like mine to have its file size smaller so that it would save capacity/space/room.
type
type {type}
- {type}
player = The entity is a human-controlled player.
enemy = The entity is a CPU controlled enemy or enemy projectile.
npc = The entity is a CPU controlled ally that will seek out and attack enemies. The entity is otherwise functionally identical to enemy entities with the chase subtype. You can change the npc's allegiance via hostile setting. Npcs types do not count toward groups.
item = The entity is a stationary item which can be picked up. Items can only give one bonus per item. In other words, you can't make one item that both gives 2000 points AND gives a 1-up.
none = The entity is a useless decoration.
steamer = The entity constantly spews the object called Steam upwards with alpha transparency.
obstacle = The entity is a stationary blockade which can (normally) be destroyed.
text = The entity is a message object. When spawned, it will freeze all objects in play and show it's IDLE animation, then dissapear. It can be sped up by pressing attack or jump. Can be used for level intros, mid-level cutscenes, etc.
trap = The entity is an obstacle which cannot be attacked. It can be made to attack, though, and will hit both players and enemies. If a trap is not set up to knock the entity down, the trap will only damage the entity one time. To hit them again, the target entity must take damage from another entity.
endlevel = The entity is an item which, when touched by a player, will end the stage. It can be given a score value to be awarded for level completion.
pshot = Outdated and does nothing. You can still use it, but it's ignored.
panel = The entity will scroll together with level. If the entity's speed is 10, entity will stay with panel. If the speed is 5, it will stay with background (for direction left, right and both). This type is used to make multiple layers.
If you're not going to bother adding the template sprite for creating a character template, could you add offset if a new animation block is added?
Would you add this for adding new entity with specific entity types and load method, and through models.txt similar to Stats? It can be different from Stats from the way with how each entity type or character template is created.
Let me give you the following animations for each entity type to be added as/for a template:
Player - idle, walk, attack, pain, fall, rise
Enemy - idle, walk, attack, pain, fall, rise
NPC - idle, walk, attack, jump, jumpattack, run, faint, freespecial, pain, fall, rise
But for the rest, including type obstacle, you can add only idle.
I will give you some specific details on the character headers for the entity types later.
I wouldn't mind having my proposed template sprite added or not, but it would be nice to see a character template created with a blank gif or whatever, along with offset added.