Ok, for help with custom tiles (which I assume is what you mean by sprites), I've attached something I made to this post, have a look. This image should be decently instructive:
-The grayish color that fills most of the image is interpreted by DROD as TRANSPARENT. So use that color for parts that should show what's under your character.
-The "
spiky"
part of each bit, where it's only 1-2 pixels wide, points in the direction the tile corresponds to, so you see it goes N, NE, E, SE, etc. on to NW.
-Each direction is a 22x22 pixels image all its own, and there are 8 directions, which adds up to 176x22. The tiles occur one after another with no border, so it may be helpful for you to temporarily place a line or pixel of white on the rightmost column of each 22x22 tile to help yourself see where one ends and the next starts while editing. If you want to have a "
neutral"
tile for some reason you can tack it on as another 22x22 on the far right of this image.
-If you want to
animate, you can do it in one of two ways:
--LOOPING FRAMES: You add each successive frame of the animation from top to bottom, again in 22x22 squares. I think it supports up to 6 frames? In DROD you set the "
animation speed"
to tell it how fast to play those animations. If you have a bunch of the same character facing the same direction in the room they'll all have the same animation frame playing at the same time, and whether or not that's desirable depends on your intended use.
--RANDOM FRAMES: You add just one more frame to the second row of each direction and it will randomly display that one instead of the top one. Then there's a bunch of stuff that really only applies to sworded characters and I've never used it so I direct your attention to the F1 DROD help file for that. Not setting an animation speed (leaving it 0 I think) defaults to this option.
You also have the option of doing just 1 22x22 tile as your image, which it will interpret as applying to all directions.
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[Last edited by Xindaris at 12-22-2016 01:47 AM]