I'm aware this is not something most monster fighting games do, including the original Pokemon RPG's. Still it's an addition I find visually appealing and worth implementing, granted someone can create walkabout sprites for every Tuxemon.
Pokemon World Online is a nice example of what I mean: As players roam the land, some of their Pokemon always appear behind them in-world.
My suggestion is basically a game specific setting that allows every Tuxemon in your party to show behind the player, following them in a caterpillar party format. Ideally it can be a number: 0 disables, > 0 indicates the number of Tuxemon in your party that will show in the overworld. Obviously they should show in the order of the party... so the first slot is right behind the player, the second slot is behind the first slot, and so on.
Last edited by MirceaKitsune (16 Jan 2017 19:22)
A while ago I tried to create an overworld spritesheet for rockittenhttps://forum.tuxemon.org/thread.php?pid=539#p539
Creating an overworld spritesheet for every tuxemon will be lots of works, especially if you create a walking animation... but its definitely visually appealing
I like overworld sprites for tuxemon, but I personally think the amount of tuxemon following you should always be the first one in your list. I'd find it irritating when 6 tuxemon would follow me with a caterpillar formation.When a battle starts, the trainer wouldn't call the tuxemon in (not with the spawn animation) because the tuxemon is already outside
A worry I have is: Some tuxemon are quite large.... I wouldn't know how to elegantly solve the problem of "everything has the same sprite size but these 3 tuxemon are bigger"... but maybe someone has a good idea
in the comment above the spritesheet I've already written a few thoughts on following tuxemonhttps://forum.tuxemon.org/thread.php?pid=528#p528
What do you think about this?
Indeed, creating one for every Tuxemon will be a bit of work... still I think it's worth it if anyone's willing to do it. Regardless of when that might happen, I still support having the feature in the code to make it possible as a start! The default Tuxemon game might not even use this, whereas mod creators might.
That Rockitten sprite looks pretty nice! And yes, I am referring to animated sprites that work exactly like the player's. As far as large Tuxemon go, the same overworld sprite size will have to do... plus you can scale smaller Tuxemon instead, by making them use a smaller portion of the image.
6 would indeed be a lot, 1 could be a good default. I do however believe that this should be controlled by a setting: If a custom game wants a huge caterpillar party, I see no reason why it shouldn't be able to have it.
You're right actually, the player/modder should have the choice about this...
thanks!I'm unsure about how it might look like, if a big tuxemon is suddenly smaller when following you.. probably an example would be nice to think about this again.
Last edited by tamashihoshi (22 Jan 2017 14:09)
I'm unsure about how it might look like, if a big tuxemon is suddenly smaller when following you.. probably an example would be nice to think about this again.
Pokemon games that already do this are good examples... they have creatures of various sizes, but the overworld sprites look good for each. Like my screenshot in the first post; There is a player followed by a Charizard, which I think is meant to be bigger than a person... still it looks okay to me, as in not out of place.
That's a Charmander, which is about the size of a large house cat.None of the Pokemon in that image are supposed to be any bigger than a person (the largest would be the Beedrill near the top left).
Ah... sorry about the confusion there. I did get the impression that in such Pokemon games, creatures have different sizes in battle... yet in the overworld they are roughly the same size, yet that looks okay. I believe there were more examples out there, but can't think of which to look for right now.
In some games, the largest occupy two or three spaces, then shrink to 1 when there isn't room for them.
In some games, the largest occupy two or three spaces, then shrink to 1 when there isn't room for them. https://youtu.be/YlHCTZAt1oU?t=2m10s
That could definitely work too! Of course each sprite needs to be centered on a tile in Tuxemon, since it doesn't have free walking unfortunately... but if the sprites looking a bit crowded isn't a problem, I see no issue with customizable size.
It might be interesting if the sprites followed the player, but also wandered off if the player was still, or would pathfind on their own, take rests, move at a varied pace, etc. Just a visual effect. For example, they wouldn't trigger battles on their own or limit player movement.
Submitted an issue for this as well: https://github.com/Tuxemon/Tuxemon/issues/303
I still feel this would be a very nice enhancement, especially since multiplayer support will exist at some point. Would like having it as at least an engine ability that custom games can use, even if the default game decides not use it or takes some time until new sprites are created.
Sorry for not responding earlier: My caterpillar party format idea (which I'm mostly used to from the OHRRPGCE engine) would be the simplest way to do it, especially for a start implementation. Special animations like the sprites wandering around on their own could be a very nice addition as well! However they might be more complicated to do, so potentially a thing for later... I'm not sure if even normal NPC's wandering around is supported yet.