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Quadrupeds + blocks = problem?

Discussion in 'Starbound Discussion' started by thesecretofshadow, Aug 11, 2013.

  1. XRiZUX

    XRiZUX Spaceman Spiff

    Actually I think that the minibosses might be bigger than the other creatures.

    So what I was thinking was that all the moving creatures/mechs could follow the line like in the examples, except bigger creatures/mechs would have more sprite parts so that they could prevent looking so ridiculous in bumpy terrain. One foot on the hill, one foot on the other hill or in the gap, while having it's torso a little balanced and the head moving accordingly, etc. So basically leg parts, torso part, head part, all trying to balance compared to the ground line which is horizontal.

    While the tiny creatures would look fine without that, the bigger creatures would look like they are about to lose their balance, that's the point I'm trying to get across.
     
    Axe Garian likes this.

  2. Mmh, it doesn't even have to be a giant for the problem to show. It just needs to be wide enough [perhaps a minimum 3+ blocks wide, so at least 4+ blocks tall] for the problem to show. That, however, that would add bipeds into the problem as they're mostly the ones that have this trait.
     
    DeadlyLuvdisc and Axe Garian like this.
  3. thesecretofshadow

    thesecretofshadow Astral Cartographer

    I would like to read your final opinion about all this topic. What you would do if you were a dev and etc, please tell me how to solve this quadruped problem...
     
    Axe Garian likes this.
  4. My final opinion evaluation is that so far there are still problems with the solutions so far that need to be fixed.
     
    Axe Garian likes this.
  5. Qader

    Qader Void-Bound Voyager

    I don't mind the original but your suggestion is really good.
     
    Axe Garian likes this.
  6. Miss Andry

    Miss Andry Cosmic Narwhal

    it looks a lot better than without trying anything at all.

    Even if it does raise a few problems, there are still tons of problems with the way it is if we just leave it alone. This at least solves more of them if not all of them
     
    BlessPL and Axe Garian like this.

  7. That is not the point I'm trying to make. What I'm saying is that if you're going to want something that would get rid of the initial problem [i.e. Quadrupeds looking 'ugly' floating on blocks], you better make sure it doesn't provide a similar problem [i.e. Tall creatures looking 'ugly' defying their own 'weight'], or at least find a way to fix both problems without creating another problem of a similar degree.

    We want the least amount of problems popping up. That's the reason why we addressed this quadruped + blocks problem in the first place. Having them float in midair as they're on the ledge of a block is satisfactory, but some of us would want to go deeper with that. You can say exactly the same thing to the problem I provided.

    I'm going to say this again, despite my preferences [I prefer it as is rather than having it rotate and distort], I am here to provide feedback to possible solutions rather than shove my opinion in your faces [because, again, the problem I have with distorted pixels isn't enough to ruin my taste for this game]. The whole point of this topic is to find a good way of solving the problem. You guys have found a potential solution, I provided you with a problem that the solution offers. It's up to you to 'perfect' the solution by giving it as little problems as possible.

    So far, the only person to have embraced the problem in hopes of fixing it was XRiZUX who has pointed decent fixes. Although could be improved, these ideas can be used to fuel similar ideas that would help create the best possible solution. That's called brainstorming.
    But the reply I received from OP is "I don't think they'll make NPCs that size." But what if they do? Then you'd see a much larger [literally] problem as these creatures would be chasing you uphill Smooth Criminal style.

    Bottom line is to take this problem into consideration rather than ignore it and presume I'm here to burst your bubbles to support my preferences through the use of cons of the given solution.

    I'm not saying you should take my criticism. I'm saying you should bear in mind additional problems [especially ones that are of equal degree or worse] that the solution could bring. Not doing so could result in counter-productivity and in the end would pretty much revert back to its old self, as the old self is, although not very pretty, is as 'stable' as ever.
     
  8. Star and Moon

    Star and Moon Space Kumquat

    seems like a simple fix, so I imagine the devs could easily add it.
     
  9. Speaking of problems, let's not forget that not all hills in Starbound have a slope of ±1 and below. How about slopes with a 2:1 ratio?

    Sure, creatures can't really "walk" up these slopes, but they can exist on said slopes.
    [​IMG]

    It doesn't even have to be a slope. How about the peak of a point?
    [​IMG]
     
  10. Voyager

    Voyager Spaceman Spiff

    Red going back through Terraria with half blocks and the ruminations on quadrapeds in this thread are amusing to me.
    It's like - blocks or no blocks! Take your pick. They have different game engines.
     
  11. thesecretofshadow

    thesecretofshadow Astral Cartographer



    Nice drawings...I would like to say I accept your aversion of the "climbing way". Yes, both ways (rotating or not the sprites) have their pros and cons. However if you analise minutely you'll see that not rotating sprites while they are climbing has much more cons than pros compared to rotating. Anyways, letting the animations the way they are is like a problem, serious. Is not kind of "ok, it's a game, we are not trying to reproduce the reality" is more like "this animations needs to be more polished, fact!"
    When I opened this topic, I wasn't necessarily trying to say "hey, the devs should implement this!" but I was trying to say "well, everyone know this problem, and this is MY IDEA for solving it BUUUT I don't care at all if they make anything else if their solution fix this"
    To conclude, this need to have a solution and we are trying to find the best one =]
     
    Axe Garian and Miss Andry like this.
  12. Ugh, I know all of this. I will say this ONCE AGAIN.



    You say that "This animation needs to be more polished, fact!"

    Now tell me, how is it polished when you haven't even made it any more consistent that it should be [the point of solving the problem is to get rid of the fact that creatures on the ledges of blocks are floating, but will be inconsistent considering it will create a problem of similar weight to it or higher]? The point of me addressing the problem is to make everyone here well aware that what you've come up with is not the only problem you are and will be facing. These problems I am showing are here to help with the consistency as well as solve the problem itself.

    AGAIN, I will say this AGAIN. I am not here to shove my opinion in your faces. I am here to let you be aware about the forthcoming problems that this solution could possibly face.

    You are indeed correct that we are trying to find the best one, but how is it going to be any better if you avoid the future problems that it could hold?

    Lastly, my preferences are not related to my criticism to your solution. My goal here is to provide flaws to your idea as a means of improvement to your solution and to yours alone.
     
    Axe Garian and Corrupt Ai like this.
  13. thesecretofshadow

    thesecretofshadow Astral Cartographer



    In any case, rotation wouldn't cause sprite distortion (if you rotate thw whole sprite) and if there's no third option, you should agree, rotating is the easy way. This is much more akward than anything else (just kidding but look):
    [​IMG]
    and now... rotating:
    [​IMG]

    I repeat, "only if there's no other option" this is the easy way
     
    Axe Garian likes this.

  14. ...

    I am not saying your solution is stupid and it shouldn't be done.


    That means I am focusing on your solution by pointing out flaws AS A MEANS of making you well aware of it, and ultimately leading to everyone cooperating to finding a solution to the underlying problem as well as the flaw itself.


    ^ I am not here to vouch 'OMG GUYS JUST LEAVE IT AS IS IT'S EASIER NO EFFORT AND NOBODY CARES', no. I'm here to 'Guys, it's a decent idea and all but what about *insert flaw here*? What do you think would be a good workaround to this?'.

    That means that I don't care if rotating the sprite grinds my gears. That means that I don't care about my preferences. That means that your solution has underlying holes that need to be patched in order for it to be an excellent idea.
     
    Towwl, Axe Garian and Corrupt Ai like this.
  15. thesecretofshadow

    thesecretofshadow Astral Cartographer



    Sorry if I annoyed you, I'm really worried about this, I replied on the "ask us anything" topic. I think this is important to the game, and the devs should explain what they will do about this matter.
     
    Axe Garian, LimeNP and Miss Andry like this.
  16. bludud101

    bludud101 Phantasmal Quasar

    How about just falling to the side that your legging are hanging off of?..
     
  17. SamuraiJack7

    SamuraiJack7 Subatomic Cosmonaut

    I don't think it's that important to be honest.

    Yeah, it looks cool when the monsters are at an angle on the steps but it's not a game breaker for me.
     
    Axe Garian likes this.
  18. Miss Andry

    Miss Andry Cosmic Narwhal

    don't be sorry, fella. You're the most not-annoying person in the thread so far.
     
    Axe Garian likes this.
  19. LimeNP

    LimeNP Subatomic Cosmonaut


    Overall that looks better than non-rotating sprites, even without jumps
     
    Axe Garian likes this.
  20. Oddpong

    Oddpong Gross...

    I think the first example is sort of a throwback to older SNES type sprites, and I don't mind that one bit. However I think the creatures contouring with the terrain would be nice.
     

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