new template

This commit is contained in:
minjaesong
2021-09-30 23:06:21 +09:00
parent 24e100223d
commit aaa8a80324
15 changed files with 116 additions and 10 deletions

View File

@@ -1,5 +1,5 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimu_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
@@ -18,10 +18,11 @@ CONFIG=SIZE 64,98;ORIGINX 40
SKELETON_STAND=HEADGEAR 0,32;\
ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
HEAD 2,83;\
BUST_0 4,60;\
TORSO_0 0,55;\
TORSO_1 0,55;\
LEG_REST_RIGHT -4,22;\
LEG_REST_LEFT 7,22;\
LEG_REST_RIGHT -5,22;\
LEG_REST_LEFT 6,22;\
ARM_REST_RIGHT 11,51;\
TAIL_0 -11,27
@@ -34,4 +35,4 @@ ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1;BUST_0 0,1

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@@ -1,5 +1,5 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimuglow_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
@@ -18,10 +18,11 @@ CONFIG=SIZE 64,98;ORIGINX 40
SKELETON_STAND=HEADGEAR 0,32;\
ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
HEAD 2,83;\
BUST_0 4,60;\
TORSO_0 0,55;\
TORSO_1 0,55;\
LEG_REST_RIGHT -4,22;\
LEG_REST_LEFT 7,22;\
LEG_REST_RIGHT -5,22;\
LEG_REST_LEFT 6,22;\
ARM_REST_RIGHT 11,51;\
TAIL_0 -11,27
@@ -34,4 +35,4 @@ ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1;BUST_0 0,1

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@@ -0,0 +1,37 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
CONFIG=SIZE 64,98;ORIGINX 40
# note to self: don't implement skeleton hierarchy: there's too many exceptions
# besides, you have "ALL" key.
! a skeleton also defines what body parts (images) be used.
! you can also write multiline text using reverse solidus; this is a feature of .properties
! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
! are painted first, and any object that comes before it will paint over it. In other words, this list is
! first reversed then being iterated.
! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
SKELETON_STAND=HEADGEAR 0,32;\
ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
HEAD 2,83;\
TORSO_0 0,55;\
TORSO_1 0,55;\
LEG_REST_RIGHT -4,22;\
LEG_REST_LEFT 7,22;\
ARM_REST_RIGHT 11,51;\
TAIL_0 -11,27
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1

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@@ -0,0 +1,37 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
CONFIG=SIZE 64,98;ORIGINX 40
# note to self: don't implement skeleton hierarchy: there's too many exceptions
# besides, you have "ALL" key.
! a skeleton also defines what body parts (images) be used.
! you can also write multiline text using reverse solidus; this is a feature of .properties
! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
! are painted first, and any object that comes before it will paint over it. In other words, this list is
! first reversed then being iterated.
! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
SKELETON_STAND=HEADGEAR 0,32;\
ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
HEAD 2,83;\
TORSO_0 0,55;\
TORSO_1 0,55;\
LEG_REST_RIGHT -4,22;\
LEG_REST_LEFT 7,22;\
ARM_REST_RIGHT 11,51;\
TAIL_0 -11,27
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1

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