Wintermute Engine Forum
Wintermute Engine => Technical forum => Topic started by: Catacomber on June 28, 2009, 06:32:52 AM
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I wanted to use a sprite of a door knob taken into inventory rather than just a png pic because the sprite lets me set the active point precisely on the handle so the handle connects nicely with the spot where it has to go.
BUT
In inventory the sprite is pushed way up so only the lower part is showing. The sprite and the png it contains are the same size so I don't know why the sprite is pushed up so far in inventory. Any thoughts? I don't have to do it this way but it's more realistic. If I'm not clear I could put a screenshot.
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I never used a sprite for the inventory but could be the sprite's active point used as top left start point for the item cell?
It's the handle to the top left cell's point?
If so the only way to see the object correctly should be modify the entire inventory (and items) moving it down and making it bigger so the item should be visible entirely.
But i think it should be better, faster and easier to use a simple image instead of the sprite ;)
Otherwise another way could be place the "item" not as a item but as window element. A static control for the image and a button for the active point. Obviously this will cause many other problems, i don't know if it's a valid alternative ;D
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Hi there,
In your item definition just use the sprite instead of the png in the filename.
E.G - instead of the following
IMAGE = "items\book.bmp"
have the following
IMAGE = "items\book.sprite"
Hope that makes sense, if not then please reply. Also in the sprite editor go into properties and tick pixel precise if you want precise collision between items, this makes it easier for combining items and stuff.
Cheers ::beer
Myles Blasonato.
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Thanks for answering Azrael and Myles.
Azrael, it may be easier just to use the png. On the other hand, I could move the image down in the png and make it bigger--
Myles,
I did put
IMAGE = "items\x.sprite"
I will try that pixel precise. I've been turning it off for some reason.
Thanks very much.
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You should use a different sprite for the inventory representation and a different sprite for the mouse pointer. And disabling pixel perfect mouse detection for inventory items is indeed a good idea. I hate games with tiny inventory items that are hard to pick with mouse.
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Thanks, Mnemonic. I have worked very, very, very hard to make it easy to pick objects with the mouse. Smooth gameplay, imho, is very important.
But is there a way to disable pixel perfect mouse detection for inventory items that I may have missed?