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Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 28 Aug 2020 02:25
by perverted monkey
I may sound boring to repeat myself, but what else can I say?
Nice artwork! The entries blend perfectly with the other sprites.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 28 Aug 2020 07:17
by fridaemon
It doesn't sounding boring. It motivates me in creating it
Glad u like it
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 28 Aug 2020 09:07
by Quast65
Very nice!
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 28 Aug 2020 10:38
by fridaemon
Quast65 wrote: ↑28 Aug 2020 09:07
Very nice!
Thaaaaanks
Btw where is your screenshot to August competition. End of the month is coming!
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 29 Aug 2020 18:15
by fridaemon
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 29 Aug 2020 23:13
by Quast65
Both
Thing is though with adding signs, is that not everyone drives on the same side of the road…
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 03:38
by Emperor Jake
They look great, though a single lane version would be welcome too
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 07:23
by fridaemon
Emperor Jake wrote: ↑31 Aug 2020 03:38
They look great, though a single lane version would be welcome too
It's in my plans
I wanna do these entries for industry and for my shopping centres. For trucks/cars and for people.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 08:01
by fridaemon
You're right .. So I'll add just lamps and height limit sign
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 09:48
by Quast65
Interesting!
The graphics of the single tile entries could also be handy for this project:
viewtopic.php?f=67&t=86956&p=1235154#p1235154
To expand that GRF with for example mail, goods and other cargo's for cities that are mostly built from eyecandy pieces that dont generate/accept cargo's.
A single-tile industry set has always been on my wishlist, but I couldnt think of good graphics for that (I think that loads of statues may become too boring), but entries may be the answer!
With different colored walls and/or gates showing the difference of what cargo is accepted/produced.
Just quoting 2TallTyler to alert him of this thread
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 09:57
by OzTrans
Quast65 wrote: ↑29 Aug 2020 23:13... Thing is though with adding signs, is that not everyone drives on the same side of the road ...
Provide 2 sets of sprites; one for right hand drive the other for left hand drive. Use variable 0x86 with an Action-7/9 to skip the one or the other.
Code: Select all
86 B Road traffic side: bit 4 clear=left, set=right
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 10:23
by fridaemon
Thanks
Very good idea
I use your Plaza (etc...) as Industries and sometimes I covered it by overlapping object, for example like here:
So I appreciate this idea
I understand what you mean but for now I have no idea like to do it
For now I create basic set and later I update it with your proposal and I'd like to animate few objects from my set.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 31 Aug 2020 15:41
by 2TallTyler
Thanks for tagging me. I’m not taking on any new projects right now, but you’re welcome to use my
code.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 13 Sep 2020 19:50
by fridaemon
Thank you, I hope I'll use it in next months
Just finished another shopping market. XXXLutz in combination with my underground garage entry, AuzCarParks and City Objects.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 15 Sep 2020 19:24
by fridaemon
Would you like to buy a new car? New car shop has just opened!
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 16 Sep 2020 08:09
by fridaemon
Have a problem with this template.
Can someone give me template and codes for this position?
I have a wrong one. It works but with error duing conversions.
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 16 Sep 2020 08:37
by wallyweb
fridaemon wrote: ↑16 Sep 2020 08:09
Have a problem with this template.
Can someone give me template and codes for this position?
I have a wrong one. It works but with error duing conversions.
I don't know NML but I can see that the error repeats for each of the four positions.
Start by looking at the code at line 108. The error suggests that [x: 5, y: 5] is wrong. Are those really the coordinates on your spritesheet "gfx/slopehigh_8.png" ?
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 16 Sep 2020 09:16
by fridaemon
I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 16 Sep 2020 09:48
by wallyweb
fridaemon wrote: ↑16 Sep 2020 09:16
I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere
Can you change the values for x,y in your template to match those used by the spritesheet that you have?
Alternatively, can you alter the spritesheet that you have?
Re: Releasing New Object Graphic - Begginer Tutorial
Posted: 16 Sep 2020 09:57
by fridaemon
wallyweb wrote: ↑16 Sep 2020 09:48
fridaemon wrote: ↑16 Sep 2020 09:16
I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere
Can you change the values for x,y in your template to match those used by the spritesheet that you have?
Alternatively, can you alter the spritesheet that you have?
I'll try to get numbers for it on the weekend ...