Well now we see why Bomy Islands is where its at because everything is that simple it all makes sense now. Timers is just a fraction of the issue.
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As far as animations go I would argue they have to be more complicated than any other server. We're using over 20 interchangeable sprite sheets for every animation. We store them as player attributes. Here is the list of attributes:
PHP Code:
ATTR [1] = Player.BackAccess
ATTR [2] = Player.Body
ATTR [3] = Player.Shoes
ATTR [4] = Player.Coat
ATTR [5] = Player.Tunic
ATTR [6] = Player.Belt
ATTR [7] = Player.Head
ATTR [8] = Player.Eyes
ATTR [9] = Player.NeckAccess
ATTR[10] = Player.Hair
ATTR[11] = Player.Hat
ATTR[12] = Player.Gloves
ATTR[13] = Player.Sword
ATTR[14] = Player.Shield
ATTR[15] = Player.FaceLayer1
ATTR[16] = Player.FaceLayer2
ATTR[17] = Player.Earrings
ATTR[18] = Player.HoldObject (Food/Drink/FishingRod/GotItem)
ATTR[19] = Player.BakeIndex
ATTR[20] = Player.CarryObject
ATTR[21] = *
ATTR[22] = *
ATTR[23] = *
ATTR[24] = *
ATTR[25] = Player.Kart / Player.Horse / Fire.LifeTime
ATTR[26] = Player.HorseAccessory / Fire.ColorArray
So for each of those attributes is a sprite that has to be positioned perfectly in each frame of every gani. Each hairstyle, for instance, has 64 colors and 2 sprite sheets for each color: one for when the player is wearing a hat and one for when they are not wearing a hat. So that's 128 sprite sheets for each hairstyle, and when a hat is equipped, the hair never underlaps the hat sprite.
The purpose of this system is to allow all player cosmetics to be equippable items like hats, the main reason being that it restores the novelty of the free market aspect of Graal2001 in a time when hats are no longer novel to the server anymore since every server can use them now. So not only can you hold all of these items like gloves, tunics, shoes, necklaces, etc in your inventory, and drop them anywhere on the server you want, or trade with other players. But you can also sell all drop-able inventory items in the market for any price you choose, creating a player-driven economy where items have real value and rarity. There really is nothing like it on Graal.
You can imagine, it's a lot of work for the gani artists. I know because I was one of the gani artists who worked on this system.
I don't know what you did on Delteria that could possibly be more intricate and complex, but I guess I believe you.
I know iClassic eventually decided to borrow our idea of having Back equips so they added that to their ganis.