Search found 18 matches
- 10 Feb 2008, 07:25
- Forum: Graphics Development
- Topic: Re-useable fighting stance
- Replies: 17
- Views: 3806
Well, that's fair enough. And if you only used one, static frame of weapon-drawn-battle-readiness, it might be a lot more practical to have a different pose for each weapon type (because I mean, there'll be a lot, but surely no more than twenty or so?) But you see my original gripe, right? It's the ...
- 10 Feb 2008, 03:34
- Forum: Graphics Development
- Topic: Re-useable fighting stance
- Replies: 17
- Views: 3806
I accept the arms should move a bit, but the feet? As it is, the upper body only moves three pixels in the three frames, except the head moves an extra one in the second one (at the lowest point). Pauan, I agree with what you said about this being used after attacking. I was thinking that when a pla...
- 10 Feb 2008, 01:18
- Forum: Graphics Development
- Topic: Re-useable fighting stance
- Replies: 17
- Views: 3806
Re-useable fighting stance
Morning all! I've been thinking that it looks pretty odd when the player is fighting, and returns to an unarmed standing pose between each stab / swing / shot. So I've had a go at creating a fighting stance pose. Of course, the big challenge here is to make a single stance that can be at least passa...
- 10 Feb 2008, 00:30
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
Powerful! Looks so much better now the back foot stays put :) Turns out you needn't have put me on the mantis after all :P One thing I did like about the other slash was that it used an extra frame at the end to disappear. I think that made the slice look kind of more... decisive? Or rather, I think...
- 08 Feb 2008, 04:38
- Forum: TMW Classic
- Topic: Ailments / Conditions / Status effects
- Replies: 6
- Views: 1936
My immediate thought about blindness was the opposite; have a intense blurring, or just a dark circle around the player, making them unable to see what's happening around them. They could run around and hack and slash at things, but it'd be a pretty severe handicap. Oh, or, seeing as there's going t...
- 07 Feb 2008, 19:03
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
Thankyou to everyone for your feedback. Jetryl, know that I really wasn't dismissing what you were saying, I'm sorry if it came across like that. Lord knows I'm not great at this and I appreciate the clear insight you have. In fact I agree with what you were saying, which is why I ended by suggestin...
- 07 Feb 2008, 17:18
- Forum: TMW Classic
- Topic: Ailments / Conditions / Status effects
- Replies: 6
- Views: 1936
- 07 Feb 2008, 04:27
- Forum: TMW Classic
- Topic: Ailments / Conditions / Status effects
- Replies: 6
- Views: 1936
Ailments / Conditions / Status effects
A quick search didn't reveal any threads dedicated to this, so sorry if it's already been covered. It's a pretty obvious point. I assume the standard ones will be implemented; poison, paralysis, sleep. What other ideas do people have? And just so as not to run completely wild, how many status effect...
- 06 Feb 2008, 00:28
- Forum: Graphics Development
- Topic: Running Sprites
- Replies: 18
- Views: 6061
I like this running animation :) It is cool, the problem is though it uses twelve frames of animation, double the number used for the current walking sprites. It'd create an awful lot of work for anyone wanting to make armour / weapons in the future, which would ultimately mean less people contribu...
- 05 Feb 2008, 04:00
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
Good point Cosmostrator... wow, now you say it I really see it but I doubt I'd have picked that out myself. Will make the necessary adjustments when we decide which way to take these. Unrelated, but I think the angle of the foot in the 4th and 5th frames as I've used them above looks a little strang...
- 05 Feb 2008, 00:53
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
- 04 Feb 2008, 20:43
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
Groovy! I'm not XCF compatible so could you make some .png's available please? Also, when making completely new poses, how do you recommend I go about making shades / transparency levels of the subtle pixels around the edges of the sprites so that they match the ones from the current playerset sheet...
- 04 Feb 2008, 17:31
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 56644
ker-bump!
Building on Modanung's work: http://i255.photobucket.com/albums/hh147/Doubious/TMW/swdAtkDwn_1.gif http://i255.photobucket.com/albums/hh147/Doubious/TMW/swdAtkDwn_1_wFrames.gif I picked up on the point Schorhr and ziolive were making earlier, and used two less frames of body movement in favour of so...
- 04 Feb 2008, 15:01
- Forum: Graphics Development
- Topic: Running Sprites
- Replies: 18
- Views: 6061
Reusing the image wouldn't be a problem, just more XML. I think they all look quite comical. The character looks like he's floating. I see what you mean :P My thinking was that I was trying to make it noticeably different from the movement of the walking sprites. And I was trying to notice and thin...
- 04 Feb 2008, 14:39
- Forum: Graphics Development
- Topic: Running Sprites
- Replies: 18
- Views: 6061
Running Sprites
Hi everyone. I wanted to attempt to contribute something as useful as possible, and I was told that at the moment running sprites wouldn't be a bad place to start. Only stick figures at the moment I'm afraid, I'd like to get some opinions on the number of frames needed before I start. Modanung sugge...