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Re: [WIP] Lizard/Dino monster

Posted: 18 Jun 2009, 23:03
by Crush
kr0n05931 wrote:[FND]?
Crush wrote:For added flexibility I would suggest to remove the fire from the attack animation to replace it with a particle effect and make all the red parts dyeable.

Re: [WIP] Lizard/Dino monster

Posted: 19 Jun 2009, 13:06
by pateame
There's the dyeable version of monster with death pose, no flames and xml included.
Image
Hex-recolor combination for the old darkred palette

Code: Select all

<sprite>monster-lizard.xml|#673132,923F42,CD5961,E163A4,ffffff</sprite>
And some test with grass snake colors
Image

Code: Select all

<sprite>monster-lizard.xml|#205839,60a65d,80dba9,92F9C0,ffffff</sprite>
I dont know how to add the flame as particle on attack, so I will need help on that part. Sure that lots of fixes will come after this (as fix outline on front and back view, fix legs for 45º on side views, set correct frames speed on mob_DB.txt and etceteras).. kawabonga! :shock:

Re: [WIP] Lizard/Dino monster

Posted: 19 Jun 2009, 16:35
by kr0n05931
Very nice, but you need to make his head in the first two rows less flat by putting some light on it, imo.

Re: [WIP] Lizard/Dino monster

Posted: 21 Jun 2009, 17:31
by Rotonen
No one else finds the front view disturbingly boxy and square? (Also somewhat applies to the back view, but much much less.)

Re: [WIP] Lizard/Dino monster

Posted: 22 Jun 2009, 00:24
by pateame
disturbingly boxy and square is the magic word :) .
Im trying to redraw the head and fix the outlines to add more curves. Im really slow doing all on kpaint instead gimp, but there's a idea of how it currently looks on fixes.
Fix all sure will take more time than draw it, Its work in "progress".

Image

Re: [WIP] Lizard/Dino monster

Posted: 22 Jun 2009, 10:04
by Rotonen
Much better. Now only the snout(?) looks a bit made out of metal plates due to the sharpness of the corners there.

Re: [WIP] Lizard/Dino monster

Posted: 23 Jun 2009, 16:40
by feline monstrosity
AWESOME! I love that sprite, this monster is going to kick ass!

Shouldn't the fire from his attack disappear in the direction it's being shot rather than get sucked back into it's mouth. It looks a bit weird like that.

Re: [WIP] Lizard/Dino monster

Posted: 23 Jun 2009, 17:22
by pateame
On spritesheet Im currently working without fire attack flames. There's the last try with some fixes added:
Image

But I keep the flame on another version just for testing because I dont know how to add it as particle. ¿Where can I found an example of particles over monster for eAthena?, ¿or is that only TMWServ stuff?
With flames:
Image
I was thinking on add a new rest positions with some natural movement as eat grass, blink or move the tail, also fix whatever be posted here as suggestion of course.

Re: [WIP] Lizard/Dino monster

Posted: 23 Jun 2009, 19:41
by Kage
If you want, put the flame attack on another sheet and we can layer it for now, until we get support for monster attack particles on eA

Re: [WIP] Lizard/Dino monster

Posted: 23 Jun 2009, 22:45
by Rotonen
What's with the tilting of the head in the up/downwards animations?

Re: [WIP] Lizard/Dino monster

Posted: 24 Jun 2009, 13:14
by Crush
Kage just implemented particle effects for monster attacks on the eAthena client. But the normal user who doesn't use git and a compiler will of course not be able to see it before the next update.

Re: [WIP] Lizard/Dino monster

Posted: 25 Jun 2009, 08:35
by Rotonen
That flame is an equal downgrade from the pixel flame look as the one on Wesnoth was when the dragon breath was "upgraded" there.

Re: [WIP] Lizard/Dino monster

Posted: 25 Jun 2009, 13:45
by Kage
Rotonen wrote:That flame is an equal downgrade from the pixel flame look as the one on Wesnoth was when the dragon breath was "upgraded" there.
You do you mean? The particle flame is awesome!

Re: [WIP] Lizard/Dino monster

Posted: 27 Jun 2009, 00:13
by Rotonen
But not pixel art.

Re: [WIP] Lizard/Dino monster

Posted: 30 Jun 2009, 00:41
by Len
New monster very good idea
Actually it is an old monster sheet that was unfinished (its nice to see the “collection of forgotten stuff” is actually working)