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Rotation of Miniatures possible?
http://www.rpgobjects.com/forum/viewtopic.php?f=4&t=1394
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Author:  Aubinator [ Tue Feb 01, 2011 2:12 am ]
Post subject:  Rotation of Miniatures possible?

I'm creating a Dead of Night game for the OpenRPG program and the tiles sometimes require you to rotate them at 90 degree snaps.



Is it possible to rotate the miniatures within the program itself? Or am I forced to create 4 images of EVERY tile in the game (one for each orientation)

Thanks!

Author:  prof.ebral [ Tue Feb 01, 2011 2:43 am ]
Post subject:  Re: Rotation of Miniatures possible?

I am going to be honest and straight forward. No, not with wx.Python.

When actually yes the rotation of miniatures is possible, it is not worth the time and effort. I have successfully rotated images, created a special double buffer to do so, and found it worthless. And here is why. Every time the end users scrolls the map and the map needs a paint event, the software needs to repaint the miniature, rotate it, and then repaint the rotated miniature. The load on the CPU and GPU is not worth the effort.

I have in Pious Paladin already created code that rotates images. Using PyQt rotation is easy and efficient.

Author:  Aubinator [ Tue Feb 01, 2011 2:51 am ]
Post subject:  Re: Rotation of Miniatures possible?

ok, then may I ask if it is possible to link to en entire group of images online (in IMAGESHACK).

I have already created the room images, and can rotate them, but uploading everyfile as a miniature to OpenRPG could be a pain. This can be alleviated simply by being able to download the entire folder rather than image-image...

Author:  prof.ebral [ Tue Feb 01, 2011 3:12 am ]
Post subject:  Re: Rotation of Miniatures possible?

Not 100% in understanding you. Maybe look at a Miniature Library node and see if that will help.

Author:  heruca [ Sun Feb 27, 2011 5:46 pm ]
Post subject:  Re: Rotation of Miniatures possible?

Aubinator wrote:
I'm creating a Dead of Night game for the OpenRPG program and the tiles sometimes require you to rotate them at 90 degree snaps.

Is it possible to rotate the miniatures within the program itself? Or am I forced to create 4 images of EVERY tile in the game (one for each orientation)

Aubinator,

I've already created a virtual-tabletop-playable version of Dead of Night. If you're a big zombie fan, you might also be interested in the digital conversions for Zombie Plague and Zombinion.

These are all available as free downloads, but they are only usable in Battlegrounds, not OpenRPG.

Rotation of tokens in Battlegrounds is handled via 90-degree snaps when using a square grid, and 60-degree snaps when using a hexgrid. This can be overridden, of course, but the default snapping behavior is quite useful in most situations.

@prof.ebral: If you find this post inappropriate (because it's about another VT), please feel free to delete it.

Author:  prof.ebral [ Mon Feb 28, 2011 7:51 am ]
Post subject:  Re: Rotation of Miniatures possible?

heruca wrote:
@prof.ebral: If you find this post inappropriate (because it's about another VT), please feel free to delete it.


The OpenRPG Project is a community first, a project second, and a software third. The stream of development of the 'Standard' is now at a 9 month lull and will likely die out ... and I attribute this to the developers forgetting the community. Traipse development continues strong and I am coming close to an Alpha release of the next milestone. I listen intently to all the members of the community and accept the competitive VGT market as an opportunity to innovate.

If you don't mind showing support for the OpenRPG project I wont mind you posting replies to relevant posts.

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