Search found 222 matches
- 09 Feb 2008, 22:19
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
Considering the size of the actual monsters I think that's a good movement, If we create a big monster or boss I don't think an attack like that it would be useful Well that's kinda the point.. a sword isn't a long-range weapon, but it's moderately fast and powerful. ;) Plus, people using a sword w...
- 09 Feb 2008, 07:19
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
My friend Curly created a better blur. Here it is: http://hosting03.imagecross.com/myspace-image-upload-8/1344curly-edit.gif This blur is against the reason I made the attack frames the way they are. The whole idea was that the weapon passes through the entire area of attack. Also I now see some ch...
- 09 Feb 2008, 06:23
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
Don't get me wrong, it's definitely an improvement since the beginning of the thread. :) On a different note, it'd be neat if we could have more than one slice motion.. 8) .. if that doesn't happen because of the usual exponential workload problem, maybe this slice animation can be reused in revers...
- 09 Feb 2008, 03:26
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
His head does sort of snap over a bit fast in the 3-framer.. .. I think his head and body are moving just a tad too far to the right, during the follow-through. I think 3-frames will work, but that snapping effect might need to be fixed. I will concede on the beginning stages, however I feel the sl...
- 09 Feb 2008, 03:14
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
- 08 Feb 2008, 22:59
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
Falchions aren't used like that. The curve needs to be facing the other way. Now, if it were a Falcata , then the way it's swung would make sense. And the purpose for the useless hunk of metal at the tip is...? ;) Either way, it was just a mock-up, so naturally it isn't final. We should keep in min...
- 08 Feb 2008, 21:10
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
5th (and possibly final) reiteration: http://img107.imageshack.us/img107/1476/swdatkdwn1wframes5cy4.gif I modified the legs heavily on all except the first frame, thus hopefully giving it a smoother and overall better feel. Note this is still a rough mockup so things like final polishing and antiali...
- 08 Feb 2008, 19:14
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
- 08 Feb 2008, 01:31
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
I think the animation is pretty good as it is now. I would suggest, however, that the front foot come forward instead of the rear foot sliding back. That seems unnatrual for some reason. Also, I think the idea of 'effects' being separate animations would 1) complete the animation by filling in the ...
- 08 Feb 2008, 01:02
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
- 08 Feb 2008, 00:28
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
- 08 Feb 2008, 00:13
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
- 07 Feb 2008, 19:12
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
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 suggesti...
- 07 Feb 2008, 17:18
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57257
Nice huge block of text goes here! Suggestions: - Start by making his back foot stay put. - Use the same blade motion seen in this image: http://i6.photobucket.com/albums/y203/Modanung/Swordattack_down.gif - But make the blade bigger, since that guy's holding something that barely qualifies as a kn...
- 29 Aug 2007, 00:42
- Forum: Graphics Development
- Topic: temple development by Axl
- Replies: 311
- Views: 114550