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Thread: 1000's of Avatars: How Does Maple Story do it?

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    redpandagames's Avatar
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    1000's of Avatars: How Does Maple Story do it?

    I want to allow character customization for my flash game, but how can I allow for a lot of possibilities for a walking character? For example 40 different hair styles. Do I need to create 40 different objects and set their coordinates to a skeleton or something? Or would I create one hair object and load different animation frames based on the character choice?

    I'm just not sure how I can do this without it being a ton of work and having a ton of objects.

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    Pharanygitis's Avatar
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    Yes, this is the biggest problem in MMF2 I think. I have the same problem... i'm missing a "draw"-event (example from yoyo's gamemaker) in mmf2 for active objects...
    there is only one solution I think: You create for any part of the body a new active object (But this is not very powerful)... :-/

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    Jacob's Avatar
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    You'd create one hair object with different animation frames and then set its position to the head position of each player object. It's really the easiest way to do it in MMF.

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    This is on the list of things we will implement in MMF3.

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    redpandagames's Avatar
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    I was thinking this would be the only way. I hope that a large number of frames per object won't slow things down too much...

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