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Re: Evil Jester Mask

Posted: 25 Aug 2008, 16:31
by i
Spit23 wrote:So, finaly after hours and hours of work, I finished it. I also addet the .xml file, so you can test it in game.
BTW if some of frames are the same (they may have different X/Y offset, but must be same image) you don't have to copy them to sprite sheet. You can use XML file to describe specific animations and X/Y offsets. I think Crush is an expert in this case. Ask him if you need help.

Re: Evil Jester Mask

Posted: 25 Aug 2008, 17:01
by Spit23
i wrote:
Spit23 wrote:So, finaly after hours and hours of work, I finished it. I also addet the .xml file, so you can test it in game.
BTW if some of frames are the same (they may have different X/Y offset, but must be same image) you don't have to copy them to sprite sheet. You can use XML file to describe specific animations and X/Y offsets. I think Crush is an expert in this case. Ask him if you need help.
Thank you for the tip. In theory I know that its possible, but practically I don't know how exactly to do it (X/Y values have something to do with mathematics and im really bad at this :? ). But in this case I think it's more clear the way I did the animation sprite because almost every single frame is different (that has something to do with my chaotic methods of operating I guess :wink:). I keep that in mind for my next project.

Re: Evil Jester Mask

Posted: 25 Aug 2008, 18:24
by i
Oh... I almost forgot :)

Marvellous work. It's good to know that someone make a popper use from our animated sprites support. Anyway smaller spriteset could be even better because of some new additional attack frames in future. However, using this spriteset we could done it as well. Once again GOOD JOB!

Re: Evil Jester Mask

Posted: 27 Aug 2008, 03:59
by Dimond
Um... it looks a bit.. too realistic..
It's kinda um... scary and it gives me the chills..
I really like it though... you've done a good job..
really! :o
It's just that the mask is a bit too real it sends these scary vibes.... :(

Re: Evil Jester Mask

Posted: 27 Aug 2008, 12:46
by i
Now we need extend our XML files with SOUND EMITER parameter. Bells during walking could be nice addition ;)

Re: Evil Jester Mask

Posted: 27 Aug 2008, 13:14
by EJlol
or really annoying.

Re: Evil Jester Mask

Posted: 27 Aug 2008, 15:16
by i
EJlol wrote:or really annoying.
Not if sound emitter will have radius parameter. If radius will be for example 60px in most situation other players couldn't hear that. Also sound volume should decrees with distance. In this case it could be linear function. 0px - volume 100%, 60px - volume 0%.

Re: Evil Jester Mask

Posted: 27 Aug 2008, 17:54
by EJlol
I was more thinking about when you are wearing it. You would hear the sound at 100% volume everytime you move.

Re: Evil Jester Mask

Posted: 27 Aug 2008, 18:08
by i
EJlol wrote:I was more thinking about when you are wearing it. You would hear the sound at 100% volume everytime you move.
Actually you don't have to wear it. If you wear something with bells you almost always hear the bells.

Re: Evil Jester Mask

Posted: 27 Aug 2008, 18:16
by Crush
We already discussed how the sound engine could be modified to have sound sources of varying volume depending on their position. We came to the conclusion that we would have to reimplement the whole sound system based on OpenAL instead of SDL to do so.

Re: Evil Jester Mask

Posted: 27 Aug 2008, 18:24
by i
Resuming all we need to release this sprite is the item icon. I did quality check, and IMO spriteset passed. I know that we could simplify this spriteset, but it isn't big deal to leave it as is. What do you think Crush?

Re: Evil Jester Mask

Posted: 27 Aug 2008, 23:34
by Crush
Simplifying the spriteset after all the phases have already been made would be a waste of time and effort.

Re: Evil Jester Mask

Posted: 28 Aug 2008, 12:29
by Spit23
i wrote:Resuming all we need to release this sprite is the item icon.
Here it is:

Re: Evil Jester Mask

Posted: 28 Aug 2008, 15:37
by i
I created [RC] topic to put this content on SVN.
Here is a link: http://forums.themanaworld.org/viewtopic.php?f=8&t=4757