Author Topic: Custom pickup skill objects in NL V12.7.0+  (Read 102 times)

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Offline namida

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Custom pickup skill objects in NL V12.7.0+
« on: September 28, 2019, 09:34:07 pm »
Please note that all images in this tutorial have been scaled up to 4x their actual size, and given a magenta (rather than transparent) background. This is for the purpose of clarity in the tutorial; and you should not 4x scale + magenta background the actual image files in your objects.

Finally, it is assumed that you're already familiar with custom objects in general, including the use of secondary animations. If not, please refer to the general information on style formats.

If you prefer to learn from examples than from reading a tutorial: Please look at of course default_pickup (you can more or less ignore the COLOR lines, they're there for the recoloring-in-different-themes feature that custom skills won't generally need), and there are also examples in namida_bridge, namida_basement and namida_garden - these examples don't do the recoloring, but do have other somewhat fancy effects.

NeoLemmix V12.7.0 adds official support for custom pickup skill objects. Yes, some have been created in the past, but this was done against heavy discouragement from NL's developers. However, 12.7.0 will officially support the use of custom pickup skill objects. This guide will explain how to create them.

First - why are custom pickup skill objects special, compared to any other object? It's because they need to have a graphic of the respective skill on them. Prior to NL 12.7.0, this meant that if any new skill was added - or even simply if the order of them were changed - NeoLemmix might display the wrong skill, or even crash, unless the pickup skill object had been updated to account for the change. Many pickup skill objects never got updated at all; while those that did generally lagged quite far behind the updates to NL themself.

To avoid this problem, custom pickup skill objects are implemented in a somewhat unique way, that removes the need for these kind of updates.



Here's an example of a custom pickup skill object, along with an explanation of how it works. Note that in many cases, you'll be able to use this as almost an exact copy-paste with your custom graphics substituted in (and maybe some tweaks to the primary animation's offsets and/or the trigger area).

Code: (pickup.nxmo) [Select]
PICKUP_SKILL
TRIGGER_X 4
TRIGGER_Y 9
TRIGGER_WIDTH 4
TRIGGER_HEIGHT 7

DIGIT_X 11
DIGIT_Y 8
DIGIT_ALIGNMENT RIGHT
DIGIT_LENGTH 0

$PRIMARY_ANIMATION
  NAME *PICKUP
  OFFSET_X -6
  OFFSET_Y -6
$END

$ANIMATION
  FRAMES 2
  NAME skill_mask
  HIDE
$END

$ANIMATION
  FRAMES 1
  NAME active
 
  $TRIGGER
    CONDITION EXHAUSTED
    HIDE
  $END
$END

$ANIMATION
  FRAMES 1
  NAME inactive
  HIDE
 
  $TRIGGER
    CONDITION EXHAUSTED
    # "Don't hide" is implied.
  $END
$END

pickup_skill_mask.png (click to show/hide)
pickup_active.png (click to show/hide)
pickup_inactive.png (click to show/hide)

Note that we have not supplied any image for the primary animation, nor any that contain the actual skill icons. These get generated automatically by NeoLemmix.

So, what does this combination of NXMO files and images actually do?

Just to clarify - the stuff at the top is just normal trigger area / effect data. If you don't understand how that works, please review the basics of custom objects.

First of all, let's talk about the "active" and "inactive" secondary animations, because they're the easiest ones to explain. There is nothing special whatsoever about these compared to any other secondary animation. The only thing that's of interest here is the particular effect being created with them - we've got one that's hidden when the pickup skill is not "exhausted", and one that's hidden when the pickup skill is "exhausted". This is in no way unique to pickup skills though - you can use this exact same setup on any object (provided "exhausted" has some meaning for that kind of object).

By specifying the name "*PICKUP"  for the primary animation, this tells NeoLemmix "don't try to load a file; auto-generate a primary animation for a pickup skill". Specifically, this is the animation it will generate:
This primary animation will always be 24x24 in size. For new objects, I recommend designing around that. However, in this case, this looks like a default pickup skill object, and might need compatibility - that's why, instead of moving the trigger area 6px right and 6px down, I've offset the primary animation in the opposite direction. The "OFFSET_X" and "OFFSET_Y" work exactly as normal here.

Note how there are two frames for each skill. The first frame is how the skill will be drawn after it's been picked up; the second is how it will be drawn before it's been picked up. Of course, you probably don't want these to be identical; and chances are you also need them to be cropped to fit your actual skill. Both of these are where the "skill_mask" animation comes into play.

The "skill_mask" animation must always be two vertically-arranged frames, 24x24 in size (per frame, so 24x48 for the whole image). These are used to erase the skill icons - the first frame erases the "picked up" graphic, the second frame erases the "not picked up" graphic. Often, the first frame will be a total erase, while the second will just crop the skill to fit your pickup skill object - but if you can find another way to use them that doesn't mislead the player, try it out!

We don't want this animation itself to actually show up as part of the object, which is why we just configure it as always hidden.

If you do not supply a "skill_mask" animation, NeoLemmix will fully erase the "picked up" frames, and leave the "not picked up" frames as-is, with no cropping / etc. I suspect there will be very few cases where this is visually desirable.

Visual example (click to show/hide)

Finally, let's look at the "DIGIT" parameters. These specify where to draw the skill count, in the case that the pickup skill object gives more than one skill. The default position, if nothing is specified, is centered above the object with a minimum length of 1 digit. The coordinates provided here instead place it right-aligned, in the bottom-right corner. In the case of pickup skills, if the skill quantity is 1 and the minimum digits length is 0, no number will be displayed. In all cases, no number will be displayed once the skill is picked up.

If you want to use outright custom graphics for your digits, you would supply these as a secondary animation with 10 frames called "DIGITS" that's always hidden, similar to how the "skill_mask" animation is. I do not have an example of this ready to show off.





« Last Edit: October 04, 2019, 07:58:48 pm by namida »

Offline namida

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Re: Custom pickup skill objects in NL V12.7.0+
« Reply #1 on: October 02, 2019, 10:20:41 pm »
Updated this to include something I forgot before; namely, how to set where the digits are positioned (for pickup skills that give more than 1 of the skill).