Search found 222 matches

by Pauan
27 Jul 2009, 22:22
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
09 Feb 2009, 17:05
Forum: Home of Development
Topic: [DIS] Collection of forgotten stuff
Replies: 51
Views: 39927

Re: collection of forgotten stuff

Alright, link should work again. :)
by Pauan
02 Jan 2009, 04:35
Forum: Home of Development
Topic: [DIS] Collection of forgotten stuff
Replies: 51
Views: 39927

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...
by Pauan
13 Jun 2008, 11:01
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
13 Jun 2008, 10:39
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
12 Jun 2008, 03:30
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
11 Jun 2008, 01:11
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
11 Jun 2008, 00:28
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
10 Jun 2008, 09:06
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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....
by Pauan
09 Jun 2008, 02:33
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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 ...
by Pauan
15 Apr 2008, 02:02
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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....
by Pauan
07 Apr 2008, 16:46
Forum: TMW Classic
Topic: All hairstyle options for all characters
Replies: 19
Views: 5118

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...
by Pauan
04 Apr 2008, 05:38
Forum: Graphics Development
Topic: temple development by Axl
Replies: 311
Views: 107108

Re: temple development by Axl

Len wrote:The bottom one is better (I don't think we use vanishing point perspective in this game)
Regardless, the top one is clearer and better defined. Your eyes do not have to strain as hard to see what is going on. :)
by Pauan
04 Apr 2008, 02:45
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...
by Pauan
04 Apr 2008, 01:43
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54867

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...