The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Can anyone tell me if they have ever had the victory or death animation work when making sprites. I just wanna figure out if I'm doing something wrong or if it is not supported.
Sure it works at least when you are in the detail combat window. Last time it happened to me, I saw my battleship sinking after having being shot by a couple of musketeers from the shore - stupid game (see Phalanx vs. Tank issue).
There are some options to select, but I don't know the right mix.
gemini
What is it you want to know about the victory/death animations? I have only used the death settings - but there are some interesting bits you need to do if you want to get things to work properly!
If you like I'll send you a version of one of my text files used for making a sprite. I use the movement, combat and death animations (alternatively send me your file).
Thanks Morgoth, Please if you could send me your txt file. I should be able to figure out from that what I am missing. My e-mail is darrylm@cable-lynx.net
gemini
The following is the text file used to create the Huscarl unit. If you can read it OK from here I think this is the best way to send it then others can view it if it helps them.
A couple of things to note. As far as naming Tiff files go you can start at any number. You don't have to start at zero BUT if you start at anything other than zero the frame numbers used for any animation are not in the ones you specify ie if you created Tiffs numbered 1 to 15 then when you give the numbers of the frames used ie 1 to 15 it actually increments the numbers and plays in order 2-15 then 1.
The death scene also only facing 4.
################################################## ############
# This is a Unit Sprite script for the Huscarl unit
################################################## ############
0 # Required 0
UNIT_SPRITE
{
UNIT_SPRITE_MOVE 1
{
# This is the sprite action definition block. All sprite
# actions require this block if the sprite action is defined.
#
SPRITE_NUM_FRAMES 7 # number of frames of animation
SPRITE_FIRST_FRAME 0 # the index of the first frame
SPRITE_WIDTH 120 # the width of each sprite image
SPRITE_HEIGHT 90 # the height of each sprite image
SPRITE_HOT_POINTS # the hot points (center points) of
# the sprite for each of the 5 facings
60 80 # facing 1
60 80 # facing 2
60 80 # facing 3
60 80 # facing 4
60 80 # facing 5
}
ANIM 1
{
ANIM_TYPE 1
ANIM_NUM_FRAMES 20
ANIM_PLAYBACK_TIME 2000
ANIM_DELAY 0
ANIM_FRAME_DATA
3 2 1 2 3 4 5 6 5 4 3 2 1 2 3 4 5 6 5 4
ANIM_MOVE_DELTAS 0
ANIM_TRANSPARENCIES 0
}
UNIT_SPRITE_ATTACK 1
UNIT_SPRITE_ATTACK_IS_DIRECTIONAL 0
{
# This is the sprite attack definition block. All sprite
# attacks require this block if the sprite attack is defined.
#
SPRITE_NUM_FRAMES 7 # number of frames of animation
SPRITE_FIRST_FRAME 0 # the index of the first frame
SPRITE_WIDTH 120 # the width of each sprite image
SPRITE_HEIGHT 90 # the height of each sprite image
SPRITE_HOT_POINTS # the hot points (center points) of
# the sprite for each of the 5 facings
60 80 # facing 1
60 80 # facing 2
60 80 # facing 3
60 80 # facing 4
60 80 # facing 5
}
ANIM 1
{
ANIM_TYPE 1
ANIM_NUM_FRAMES 13
ANIM_PLAYBACK_TIME 2000
ANIM_DELAY 200
ANIM_FRAME_DATA
0 1 2 3 4 5 6 5 4 3 4 5 6
ANIM_MOVE_DELTAS 0
ANIM_TRANSPARENCIES 0
}
UNIT_SPRITE_IDLE 0
UNIT_SPRITE_VICTORY 1
UNIT_SPRITE_IS_DEATH 1
{
# This is the sprite death definition block. All sprite
# deaths require this block if the sprite death is defined.
#
SPRITE_NUM_FRAMES 11 # number of frames of animation
SPRITE_FIRST_FRAME 0 # the index of the first frame
SPRITE_WIDTH 120 # the width of each sprite image
SPRITE_HEIGHT 90 # the height of each sprite image
SPRITE_HOT_POINT 57 67 # the hot points (center points) of
# the sprite for each of the 5 facings
}
ANIM 1
{
ANIM_TYPE 0
ANIM_NUM_FRAMES 13
ANIM_PLAYBACK_TIME 2000
ANIM_DELAY 0
ANIM_FRAME_DATA
1 2 3 4 5 6 7 8 9 10 10 10 10
ANIM_MOVE_DELTAS 0
ANIM_TRANSPARENCIES 1
{
15 15 15 15 15 15 15 15 15 15 10 5 0
}
}
UNIT_SPRITE_WORK 0
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