You can make animations out of these images to see how they work, e.g. with Piskel or Gimp (put each image in a separate layer, remove alpha channel and then export as gif, or do filters -> animation -> playback).
The stair animations look like they’re doing a robot dance It’s the L-shaped arm.
The walk cycle looks good but you need to add “the bounce”, meaning drop the upper body down a pixel at the low point of the walk. See “walk cycle” below as illustrated by Disney animators
From what i saw online, it’s more like a virtual pet that you can ask basic thing for him to do, if you dont do anything it will do things on its own, but for example in the original you were able to type things like:
Please dance
Feed the cat
Play piano
Write me a letter
etc…
Basically they are autonomous but will interact with you they will ask for food, water books records computer games etc if you don’t provide it already they will watch tv as well
It’s like a better virtual pet, I need to get to my keyboard so I can type better
ok, to interact, you would use the + key , each direction for an action, up food, down water ,left get a book, right a record
then the a and b buttons would modify it, up a would be call them on the phone, down a would be praise them, left a something, right a something else,
Hrm, I guess the bit that’s taxing my suspension of disbelief is why they can’t find their own food.
In the sims game I played years ago (a GBA title) the character was controlled by the player,
so the player would have to decide when to eat/drink/excrete etc.
To clarify, the stats are hunger, tiredness, thirst and boredom, right?
Also:
Are there going to be bars displaying those stats, or are they ‘hidden’?
Are there going to be icons representing the stats?
Which screen mode the game is going to use?
Have you chosen all the colours for the game’s colour palette?
I would have liked to have used Lua to do the AI,
but I’ve decided that since it’s early days for that I’ll use decision trees instead.
Both options are relatively memory hungry,
but they’re flexible and relatively easy to get up and running.
In the beginning, getting up and running is more important than reducing memory usage.
If the AI won’t need to be reconfigured then it will probably be possible to just scrap the behaviour trees and hardcode it all later or something.
They can get their own food and water you just have to make sure the provided usually in the game it was represented by a water tank and you could see how much water was in it and there was a shelf and as they had food it would appear as boxes on the shelf
In which case, maybe the player would have to buy the food and pay water and electricity bills, and maybe earn the money to do so through some kind of minigame?
Otherwise it just seems to me like there’s no real challenge of any kind, it’s just an overly complex lava lamp.
(Maybe that’s just me though?)
The stat bars should be hidden, the food and water would be shown by their places on the screen, a water cooler on teh kitchen counter, and boxes on a shelf for food and water,
screen mode, I have no idea, whatever is best for the programmer, I don’t understand all the differences,
If mixed mode is available you don’t even have to decide! IT is currently a little slower I think, but I’m sure some of the ASM gurus on the forum here can fix that