pkmnfrk
03-31-2009, 10:20 PM
Forward: I have no idea whatsoever what the code that animates Link looks like, so I have no idea how feasible this is. However, it bears asking.
I think it would be very cool if a new variable was added to the Link object that overrides his animation. If it were up to me, it would work something like this:
- By default, it would be equal to ANIM_AUTO or something, which means that he animates according to his current action: Swimming, Jumping, Walking, Picking His Nose, etc.
- But, we could override it by setting it to ANIM_WALKING (for example) so that, until further notice, he appears to be walking. Whether or not he's moving is irrelevant.
- Taking this idea one step further, I would love to have some custom animations that we could script to whatever we want. It wouldn't be that farfetched to script, say, Link hiking up his pants if the player doesn't do anything for 15 seconds. Or, a cutscene where Link is sleeping.
- I've tried to simulate this with Tile Modifications, but that serves an entirely different purpose. To achieve the level of control I am suggesting, you would need (poses * shields * other modifications) copies of Link's graphics, which is pointless and wasteful.
I'm not really expecting this to go anywhere (pre-2.5), but I'm just throwing it out there.
I think it would be very cool if a new variable was added to the Link object that overrides his animation. If it were up to me, it would work something like this:
- By default, it would be equal to ANIM_AUTO or something, which means that he animates according to his current action: Swimming, Jumping, Walking, Picking His Nose, etc.
- But, we could override it by setting it to ANIM_WALKING (for example) so that, until further notice, he appears to be walking. Whether or not he's moving is irrelevant.
- Taking this idea one step further, I would love to have some custom animations that we could script to whatever we want. It wouldn't be that farfetched to script, say, Link hiking up his pants if the player doesn't do anything for 15 seconds. Or, a cutscene where Link is sleeping.
- I've tried to simulate this with Tile Modifications, but that serves an entirely different purpose. To achieve the level of control I am suggesting, you would need (poses * shields * other modifications) copies of Link's graphics, which is pointless and wasteful.
I'm not really expecting this to go anywhere (pre-2.5), but I'm just throwing it out there.