Search found 18 matches

by Doubi
10 Feb 2008, 07:25
Forum: Graphics Development
Topic: Re-useable fighting stance
Replies: 17
Views: 3728

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 ...
by Doubi
10 Feb 2008, 03:34
Forum: Graphics Development
Topic: Re-useable fighting stance
Replies: 17
Views: 3728

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...
by Doubi
10 Feb 2008, 01:18
Forum: Graphics Development
Topic: Re-useable fighting stance
Replies: 17
Views: 3728

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...
by Doubi
10 Feb 2008, 00:30
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

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...
by Doubi
08 Feb 2008, 04:38
Forum: TMW Classic
Topic: Ailments / Conditions / Status effects
Replies: 6
Views: 1913

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...
by Doubi
07 Feb 2008, 19:03
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

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...
by Doubi
07 Feb 2008, 17:18
Forum: TMW Classic
Topic: Ailments / Conditions / Status effects
Replies: 6
Views: 1913

Hmm. I went and had a look around but I can't find where I got that idea from either :oops:

The character's expression could still be changed with just a very small sprite overlay though, applied just under any masks / hats. Could that work?
by Doubi
07 Feb 2008, 04:27
Forum: TMW Classic
Topic: Ailments / Conditions / Status effects
Replies: 6
Views: 1913

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...
by Doubi
06 Feb 2008, 00:28
Forum: Graphics Development
Topic: Running Sprites
Replies: 18
Views: 5998

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...
by Doubi
05 Feb 2008, 04:00
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

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...
by Doubi
05 Feb 2008, 00:53
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

"You're doing it wrong." :( And unfortunately, not matter how well you render the detail on the character, this is going to look like crap because the motion isn't right. I notice you made a few comments on the first page of this thread Jetryl, but I wonder did you catch up on the interve...
by Doubi
04 Feb 2008, 20:43
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

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...
by Doubi
04 Feb 2008, 17:31
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 54961

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...
by Doubi
04 Feb 2008, 15:01
Forum: Graphics Development
Topic: Running Sprites
Replies: 18
Views: 5998

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...
by Doubi
04 Feb 2008, 14:39
Forum: Graphics Development
Topic: Running Sprites
Replies: 18
Views: 5998

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...