1 - I changed the eye blinking on the sprite sheet, any comments are welcome. At the moment, eye dying is too complicated and gives too much work!
2 - I also added an "idle" sprite sheet for faces of people that are afk (like 4144, TradeBot (that is not anymore here...) and AuctionBot). This will add a lot of "beauty" in the game. The masks, hats and other head armors do not need to be changed!!!, it can be if needed but later!
3 - The blinking that seems important to me is when player aims with bow (2 different particular frames).
4 - Some blinking was added when player walks (I don't know if it is good...) and same when hand attack.
5 - Female sprite sheet will be posted IF 1) necessary 2) work is good 3) i have time
- player_male_idle.png (4.28 KiB) Viewed 2010 times
- player_male_base.png (125.12 KiB) Viewed 2010 times
the sprite sheet may need to be re-done later IF we end up cutting lots of frames ....but i am un-sure at this time if that is going to happen soon or later..
the new faces will add lots of feeling to the player-sprite.
"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
You mean that I could do more different eye blinking on the sprite sheet or is it ok for now?skipy wrote:the new faces will add lots of feeling to the player-sprite.
Female sprite sheet is a bit harder about blinking because they have bigger eyes... It will follow later.
And why ol 1 blinking frame?
2 or 3 is better, trust me..
Placing them in the sprite will do a very bad thing, imagine when you run to the south, every 2seconds the player will blink?....
Now imagine with the speed walk skill
Btw, why when he sit it look like that he is in ... wc?..
Edit : Maybe this can help you for the female... http://img257.imageshack.us/img257/6776/nana2.gif
-- Ford Prefect
For instance, there are 6 walk frames for the down facing walk sequence. Here is the xml (I think its 1000 delay ticks for a second)
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<action name="walk" imageset="base"> <animation direction="down"> <sequence start="1" end="6" delay="75" /> </animation> ...
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<action name="walk" imageset="eyes"> <animation direction="down"> <frame index="1" delay="5000" /> <frame index="2" delay="75" /> </animation> ...
That was a simple example, now think about adding different expressions at 5 second intervals like squint or double blink (just do a quick frame 1, then 2, then 1, and 2 again).
For the sit action with only 1 frame this doesn't really matter since you can just add additional frames with different eye expressions and use xml for the timing. BUT WHY? The legs don't change position and neither does the rest of the body. It would be more efficient to make a sprite sheet for only the part that moves... ie make a separate eye sprite sheet.
So for now use the player sprite sheet for figuring out where the eyes are and what frames you need for attack sequences. When you are done you can cut out just the eyes and place them into their own sprite sheet and do the xml for it (or ask someone to help do it for you). The last step would be to delete duplicate frames in the sprite sheet and use xml to display them.
Fother has long since requested random animation delays, which would be a solution to this. But this is far from implementation and there are more urgent needs.
So keep the idea in your mind, and we can implement it when we support more dynamic layering options and random animation delays.
First lign of the eyes sprite sheet is when player is facing us. (# from left to right)
1&2 When player is normal
3&4 When player 1/2 blinks
5&6 When player blinks These can be combined. For example when player blinks : 1&2 are used together. Another example : When player is on the frame where he finishes firing with bow, 3&6 are used, etc...
This creates are large amount of possibilities when player attacks, walks, is still, etc...
Between these frames, 3 pixels are given between 1&2 or 3&4 or 5&6, and 6 are given between 2&3 and 4&5 -> This is done like that so that we can take for example 5&6 at the same time instead of taking 5 and 6 separately
Player faces left or right
The second lign represents when player is facing left and right -> we only see 1 eye at the time and this is why we will and could not use 2 frames of this lign at the same moment.
1 When player is facing right normal
2 When player is facing left normal
3 When player is facing right angry
4 When player is facing left angry
5 When player is facing right blinking
6 When player is facing left blinking I mean by "normal" when player is doing nothing special. Special is like the "angry" mode : I saw that when player starts attacking, his eyes change to "angry" mode, this can be kept. "blinking" is when player is fully closing the eyes.
1) I only made the male sprite sheet because female requires more work since their eyes are different (bigger).
2) These are the essential ones (maybe not "angry")
3) If more different are needed, go on and tell me or help me.
4) Colored eyes are not for now!
5) I need someone to do the xml when finished.
(yes, man can go away, i won't do the color for them ><)
Edit: Hey... Eye are grey? They are dyable then.
-- Ford Prefect
In fact, you will see that eyes have a bit of blue so you need to transform that into grey +xml, color and man edit will be really nice in 2 weeks
I will see that thanks to say me, and can I touch a bit at your man animation? I mean... Sorry but I always think that he is in wc ><Ali-G wrote: In fact, you will see that eyes have a bit of blue so you need to transform that into grey +xml, color and man edit will be really nice in 2 weeks
-- Ford Prefect