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[Tutorial] Custom Item *COMPLETE* Guide for v5.1

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[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Empty [Tutorial] Custom Item *COMPLETE* Guide for v5.1

Post  Don Vecta Fri Aug 21, 2015 7:14 pm

There's no official guide posted so far in how to edit the custom breakable items. The only barebones guide appears in the bugfix readme for the v5.1 update along the huge list of changes (and, if I can say so myself, a bit inconvenient for those who need a number guide at hand). Therefore, without further ado, I introduce you the complete number guide for custom items (complete thanks to CM_Blast, who researched a lot of missing items from the bugfix redme).

*extract from the bugfix readme*

Code:
241. Sormaker : Added object sprite replacement file.
- Each stage can have a different set of breakable objects.
- If the stage is called stage1a.fpg the object should be named object1a.fpg.
- Replaces the original object only if the sprite exists in the new file, properties and sounds are the same.
- Objects will have no name or portrait, however you can attempt using frame 24/25 for just 1 name mounted in 1 sprite.
- A point of control on 000 is needed, X center, Y bottom point.
(Only these available in Sormaker editor order)

The list (highlighting CM_Blast's findings with bold characters):

* Explosive barrel - 158,324
* Table -> 346 broken : 351
* Chair -> 347 broken : 352
* Plant -> 154 broken : 155, 153 for falling leaves.
* Road block Sor2 -> 156 broken : 157
* Bin -> 159 broken : 161
* Trash can -> 440 broken 441 (3)
* Barrel Sor2 -> 158 broken : 160
* Barrel Sor3 -> 162 broken : 163
* Box A -> 164 broken : 165
* Box B -> 169 broken : 170
* Box C -> 171 broken : 172
* Chests -> 173 broken : 174
* Disco table -> 185,186,187 broken : 188,189,190
* Road block Sor3 -> 177 broken : 178
* Mail box -> 179 broken : 180
* Shrine -> 181 broken : 182
* Wall -> 191,192,193,194 broken : 195, 196 for rubble pieces
* Statue A -> 198
* Statue B -> 199 broken : 300/301 (generates two kind of multiple shards flying, 3 or more per number)
* Sand bags -> 214 broken : 215
* Vase -> 216 broken : 217
* Box -> 218 broken : 219
* Sign -> 221
* Container 1 -> 222 broken : 223
* Container 2 -> 224 broken : 225
* Arcade -> 235,236 broken : 237,238
* Container -> 442 broken : 443
* Egg -> 353,354,355 broken : 356,357,358
* Trolley -> 453,454 (4) broken : 455 (3)
* Vent -> 456 broken : 457
* Pylon -> 458 broken : 459
* Barrel Sor1 -> 463 broken : 464
* Hazard light -> 465 broken : 466
* Road block Sor1 -> 467 broken : 469, 468 (this road block can be torn in two independent pieces)
* Phone booth -> 470 broken : 486 (additional multiple shards 471, 472, 473 *for additional notes, the number 473 creates 1 to 2 fragments, 472 3 to 4 fragments and 471 3 or more shards)
* Crate -> 484 broken : 485 (only generate one kind of shards/rubble/pieces, but several of them flying)
* Falling Drum Cans (event item) -> 210 to 213 (1)(2)
* Rolling Drum Cans (event item) -> 204 to 209 (1)

* Tire Stacks -> 474 broken : 475 (important: it will generate 4 identical sprites representing each piled tire)
* Preservers -> 183 broken : 184 (same as above: 4 identical items)




(1) If the initial number of these items doesn't exist (either 204 or 210), the game will use the default sprites for it, which means, in order for the custom item to appear, it NEEDS the very first number of the series.
(2) Unfortunately, it is impossible to edit the broken sprite of the falling can.
(3) These items will also be modified into their Events/Extras feature, such as Trashcat or Killer Troley from the Syndicate HQs.
(4) The second frame, 454, is for movement when the trolley is used as an Event.


Last edited by Don Vecta on Tue Dec 29, 2015 6:39 pm; edited 1 time in total

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Post  Cm_Blast Fri Aug 21, 2015 9:21 pm

Just to help a bit more, I have some tips/advices when doing custom items.



Doing an item too small/short:

Maybe you want to create a custom item that is really small. For example, this chest from the "The king of dragons" game. [Tutorial] Custom Item *COMPLETE* Guide for v5.1 Cofre_10

So we create the object.fpg with his control point, then place the item in Sormaker and soon we can see a problem.

[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Poor_a10

People like Axel and Zan can have trouble hitting those small items. Yes, you can use his kick to hit the item anyway, but you can feel a bit crippled.
The easiest solution is increasing the size of the canvas (Photoshop) like this, (the size of the item itself remains the same). 
[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Photoc10 <-- this way the hitbox of the item is increased.

Now Axel can hit the item without problem.

[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Yay_ax10


How about bigger items?

Custom items are able to change the hit-box of that item, but no his map-colision. Here an example.

[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Bed_fr10 [Tutorial] Custom Item *COMPLETE* Guide for v5.1 Bed_fr11

The item have a huge hit box, matching the visuals.
However, the item retain the original Sorr colision map (Phone booth in this case), so the item blocks you in the center, but not in the rest of the area.

[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Bed_ce10 [Tutorial] Custom Item *COMPLETE* Guide for v5.1 Bed_no10


The best point of control:

The bugtrack said you need a point of control on 000, X center, Y bottom point.
However this isn't a must, and you can play with this numbers to create diferents things.

For example in this images I am using a point control with X Center and Y Bottom, and then the same but Y is Bottom minus 5 pixels

Y = bottom -> [Tutorial] Custom Item *COMPLETE* Guide for v5.1 Itenat11 Y = Bottom - 5 pixels ->[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Itenat12

In the imagen to the left looks like there is plenty of romo to walk, but you get blocked. Moving the "Y" 5 pixels up that bottom limit of the item don't feel so big (If you decrease the "Y" more, then the top part of the item is the one which will feels empty).

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Post  Don Vecta Fri Aug 21, 2015 9:36 pm

With the control point option, my advice is always to place the control point in the middle of the area forming the base, never at the bottom, otherwise, as stated by CM above, the sprite will look displaced.

The only exception where the control point can be at the very bottom is the breakable wall item, since, by default, will be placed at the bottom of your SORmaker map. The other items still respect their hitbox in a tri-dimensional space, so put the control point in the middle OF THE BASE.

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Post  Cm_Blast Fri Aug 21, 2015 10:05 pm

on Vecta wrote:With the control point option, my advice is always to place the control point in the middle of the area forming the base, never at the bottom, otherwise, as stated by CM above, the sprite will look displaced.

The only exception where the control point can be at the very bottom is the breakable wall item, since, by default, will be placed at the bottom of your SORmaker map. The other items still respect their hitbox in a tri-dimensional space, so put the control point in the middle OF THE BASE.

True.

About the walls, can be done weird chooses to make diferent type of walls. For example if you have a scene were the bottom part is a pit, and you want to place a small wall you can place the "Y" lower than the real bottom, just to make you wall "going up".

Of if you wall is more weird, like this one I used in Knights of the round.

[Tutorial] Custom Item *COMPLETE* Guide for v5.1 Weird_11

The size of the image is 180x112, and the control point in X=75 Y=83. This case is because the wall is more diagonal than the original. using the "X = center" made your character being cover by the image easily.

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Post  Charco Sat Aug 22, 2015 6:51 pm

Good work guys, very useful.

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Post  Saven Sat Sep 19, 2015 5:00 pm

Excellent work. I will definitely be referencing this for the future. Very Happy

I still need to do a tutorial on the new cutscene making tools. They are incredibly useful.
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Post  Guest Fri Oct 02, 2015 5:46 pm

Looking at objeto.fpg and the broken falling can appears to be in 203.
If someone can confirm this, Vecta can you put that in the list?

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Post  Don Vecta Mon Oct 12, 2015 9:10 am

CajNatalie wrote:Looking at objeto.fpg and the broken falling can appears to be in 203.
If someone can confirm this, Vecta can you put that in the list?

Confirmed but the sprite won't appear. :-/

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Post  Guest Mon Oct 12, 2015 10:48 am

Don Vecta wrote:
CajNatalie wrote:Looking at objeto.fpg and the broken falling can appears to be in 203.
If someone can confirm this, Vecta can you put that in the list?

Confirmed but the sprite won't appear. :-/
So that's the issue.
Well there's always the da- *is swept away by the V5 police before I can say any more*

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Post  Don Vecta Thu Nov 12, 2020 11:28 am

Bumping this thread for practical purposes as many of us are working on breakables currently and a lot of the stuff was missing from the official update list.

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Post  MarioMattei Fri Jan 20, 2023 4:21 pm

Don Vecta wrote:Bumping this thread for practical purposes as many of us are working on breakables currently and a lot of the stuff was missing from the official update list.

Can we reskin the conveyor belt? If so, what object number is it?
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