Search found 222 matches
- 27 Jul 2009, 22:22
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
The big part is getting the slashing animation done and then fixing the equipment so it works with the slashing animation. If that doesn't happen, then I don't see how we could design weapons to use the slashing animation, let alone put slashing animation into the game. Of course someone else could...
- 09 Feb 2009, 17:05
- Forum: Home of Development
- Topic: [DIS] Collection of forgotten stuff
- Replies: 51
- Views: 42393
Re: collection of forgotten stuff
Alright, link should work again.
- 02 Jan 2009, 04:35
- Forum: Home of Development
- Topic: [DIS] Collection of forgotten stuff
- Replies: 51
- Views: 42393
Re: collection of forgotten stuff
Here's a link to the .xcf for the Desert Armor: Linky I should explain the different layers. Grid: simple grid separating the tiles. New Layer copy: used for perspective and light source. Can be modded onto the pixels for a more realistic look, or left off. Helmet: the helmet, obviously. Frame 7 (80...
- 13 Jun 2008, 11:01
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
The attack with an additional back swing could be a special attack. Quite right, it could be. But I still think it'd get boring seeing the same animation over and over again. Also, as I said, I used the same frames and only modified the weapon "blur." In fact, by changing the blur or even...
- 13 Jun 2008, 10:39
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
Okay guys, here's my first mock attempt. Also, something very interesting to note: I didn't actually create any more frames. I reused all of the current ones. This means that (if this is acceptable) we can have much more variety and have TMW be far less boring... without actually having to do more w...
- 12 Jun 2008, 03:30
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
reguarding the backslash, i dont think that should exist since soeone noted that it would be stupid looking having the animations trike twice and the damage only happen once. I agree, but that is not what I am thinking of. Isn't it obvious? You hit the attack button once, and the player attacks. Yo...
- 11 Jun 2008, 01:11
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
The animation looks great, but I don't quite like how fast the person can pull the sword back when finished. I don't think that it should require more frames, but you could run it backwards before hitting again. That should give it a little more fluidity. I pardon your ignorance. :wink: Every frame...
- 11 Jun 2008, 00:28
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
Thank you for both your kind words and helpful criticism! :) I agree that it would work better as a throwing animation, as in for a boomerang or similar. I also agree that in concept Don's alternative is better. However keep in mind that that looks more like a tiny dagger being swung around madly. I...
- 10 Jun 2008, 09:06
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
Ooookay guys, I was bored and decided to do some tweaking. Tell me what you think! :) I may even decide to do the sides and back too. :wink: Normal / with hat and shield: http://img210.imageshack.us/img210/1794/swordattackdownut4.th.gif http://img504.imageshack.us/img504/9872/swordattackdown2zk9.th....
- 09 Jun 2008, 02:33
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
There were a couple of very promising animations in this thread I would have accepted gladly after some minor modifications (Those by Pauan were especially good). But unfortunately none of it got finished because the people who made them lost interest before starting the side- and back view. In my ...
- 15 Apr 2008, 02:02
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
Could someone post the frames for This --->http://i6.photobucket.com/albums/y203/Modanung/Bow1Arrow1.gif animation, please? http://img136.imageshack.us/img136/5391/frame1gm4.png http://img147.imageshack.us/img147/4546/frame2ci2.png http://img147.imageshack.us/img147/451/frame3ir8.png http://img147....
- 07 Apr 2008, 16:46
- Forum: TMW Classic
- Topic: All hairstyle options for all characters
- Replies: 19
- Views: 5219
Re: All hairstyle options for all characters
Thank you. But this only changes which styles one can use, right? It doesn't make them all available at the same time. And doesn't it only change this on one's own client? So others will see a different style than the one you wanted? If so, this is not really a proper solution to the problem, but t...
- 04 Apr 2008, 05:38
- Forum: Graphics Development
- Topic: temple development by Axl
- Replies: 311
- Views: 116513
Re: temple development by Axl
Regardless, the top one is clearer and better defined. Your eyes do not have to strain as hard to see what is going on.Len wrote:The bottom one is better (I don't think we use vanishing point perspective in this game)
- 04 Apr 2008, 02:45
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
I am against different animations for one-handed and two-handed weapons because we have to keep the number of total frames of the playerset as low as possible. Every frame we add means an exponential increase of effort for creating equipment graphics. This means that every additional animation will...
- 04 Apr 2008, 01:43
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57689
Re: New playerset's frames and animation
1. I think you could do this with fewer animation frames. The 3 middle frames are quite redundand. 2. Remember the area the swing has to fill the sword hit area of the attack as described on http://wiki.themanaworld.org/index.php/Weapons (remember that this is a gameplay decision and not an aesthet...