Mainly the texture. I would suggest you to approach the texture with the technique from the trees in the woodland tileset. Then you should try to use no black lines in the face detail but use shading instead. I think I already showed how to do that in post #5 in this thread..enigmatik wrote:And what should be improved on the tree?
6.8's Art Dump
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I took rotonen's advice and looked for a pixel art tutorial. Apparently there is more than one more form of shading. I know, I was scared to when I learned of this. O_O lol. Anyways, here is the new one.
Anything I should change on this one?
Should I do that thing done to the stone head in one of the previous posts?
Anything I should change on this one?
Should I do that thing done to the stone head in one of the previous posts?
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Shaded lines. Want me to show it to you?.enigmatik wrote:Anything I should change on this one?
What of the many things i did with the stonehead?Should I do that thing done to the stone head in one of the previous posts?
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Yeah.Crush wrote:Shaded lines. Want me to show it to you?.enigmatik wrote:Anything I should change on this one?
The rough texture.What of the many things i did with the stonehead?Should I do that thing done to the stone head in one of the previous posts?
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Here:
Note that i colored edges that face away from the light source darker than the surrounding and edges that face toward the lightsource brighter than the surrounding.
About the texture: Dithering like I did at the stone head would be applicable for stone but not for tree bark. But you can also use it for bark when you modify the technique a bit. Don't use single pixels but vertical lines of 2 or 3 pixels instead. Again I suggest you to study the trees of the woodland tileset. I've used this technique there.
Note that i colored edges that face away from the light source darker than the surrounding and edges that face toward the lightsource brighter than the surrounding.
About the texture: Dithering like I did at the stone head would be applicable for stone but not for tree bark. But you can also use it for bark when you modify the technique a bit. Don't use single pixels but vertical lines of 2 or 3 pixels instead. Again I suggest you to study the trees of the woodland tileset. I've used this technique there.
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Thanks for showing me that.
Here is the log monster with the lines:
Here is the log monster with the lines:
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Yes, that's it. Looks a lot better now. I think it is ready to animate.
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It looks really good! Can we make this a very strong monster not just another 500 hp fluffy . Maybe adjust the size ingame to make it like equal size to the trunks of the trees now or bigger so they seem like giants to the characters...just an idea to mix it up a little.
CurtisJ in-game
lvl 69 archer and increasing
lvl 69 archer and increasing
There could be 2 variant, a big one and a small one. The big one might take a while since this one isn't finished.CurtisMJun wrote:It looks really good! Can we make this a very strong monster not just another 500 hp fluffy . Maybe adjust the size ingame to make it like equal size to the trunks of the trees now or bigger so they seem like giants to the characters...just an idea to mix it up a little.
My new guild is now open!
http://z7.invisionfree.com/Chilling_Champions/index.php
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I made some corrections at the alignment of the phases:
Am I seeing it correctly that the phases 3 and 4 of the walking animations are just copies of the phases 1 and 2 and the 4 dead frames are copies? In that case you can just leave them out as the new animation system can use animations of any length and allows to use the same frame for different animations:
In this image I made the phases of the walk cycle "wobble" a bit by deliberately aligning some phases a pixel off. This makes the walking cycle look less static.
I made a custom pack that replaces the scorpion graphics with the logmonster for those of you who want to try it ingame:
http://www.crushnet.org/TempFiles/tmw/s ... onster.zip
Just copy it to *your_user_directory*/.tmw/customdata to try it out.
Am I seeing it correctly that the phases 3 and 4 of the walking animations are just copies of the phases 1 and 2 and the 4 dead frames are copies? In that case you can just leave them out as the new animation system can use animations of any length and allows to use the same frame for different animations:
In this image I made the phases of the walk cycle "wobble" a bit by deliberately aligning some phases a pixel off. This makes the walking cycle look less static.
I made a custom pack that replaces the scorpion graphics with the logmonster for those of you who want to try it ingame:
http://www.crushnet.org/TempFiles/tmw/s ... onster.zip
Just copy it to *your_user_directory*/.tmw/customdata to try it out.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.