Search found 222 matches

by Pauan
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...
by Pauan
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...
by Pauan
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...
by Pauan
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...
by Pauan
09 Feb 2008, 03:14
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57257

We are talking about a fantasy here. The only rule that determines the efficiency of a weapon is the rule of cool. Regarding this animation: It didn't look that way with the "green line" sword, but with the real sword graphic in there I am really missing another animation phase during the...
by Pauan
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...
by Pauan
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...
by Pauan
08 Feb 2008, 19:14
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57257

Modanung wrote:Hm, that 3-frame version doesn't look bad at all.
Glad you agree. :) Always happy to help. ;) If you like I can get a better-quality version (eventually) by tweaking the legs and feet.
by Pauan
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 ...
by Pauan
08 Feb 2008, 01:02
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57257

Alright.. I decided to drop the first frame. Yes it isn't quite as smooth, but it still looks good and it's one less frame! Which in the long run could mean a ginormous amount less work. Yes it will require a ton of tweaks to get it to the point where I say it's "complete," but it's still ...
by Pauan
08 Feb 2008, 00:28
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57257

Looks pretty nice, pauan. But I think that at least one of the three "preparation" frames could be dropped. Also remember that we also need the sideways and the back animation. Considering I only modified an existing image and the side/top frames are not completed (nor are being done by m...
by Pauan
08 Feb 2008, 00:13
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57257

Doubi: thanks, and I didn't mean to come off as "elitist". :D P.P.S. 4 frames should be adequate. More may be required though. Also, any thoughts about using the particle engine to assist in the blur? Anybody? Uh, 4 frames is nearly a minimum. You probably want to shoot for the range of 4...
by Pauan
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...
by Pauan
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...
by Pauan
29 Aug 2007, 00:42
Forum: Graphics Development
Topic: temple development by Axl
Replies: 311
Views: 114550

AxlTrozz wrote:quite late, but here I'am. I moved to a new city and I've been disconnected for a while, but ready to continue...sorry the delay
Oh no worries. Glad to see you back!