Page 1 of 1
[GIT] Snail
Posted: 10 Aug 2009, 13:13
by Fother
Been trying to clean out my graveyard of unfinished stuff...
Finishing a bunch of stuff soon!
This is completely dye friendly (except for the whites of the eyes of course).
I've pre-set the dye channels in the xml as
W:#FDC689;R:#E0A6E3;Y:#E0A6E3;G:#F06EAA;C:#C69C6D;B:#A9FF02
EDIT: My apologies! I never meant to hit the submit button before heading out to work this morning! This re-upload has the additional shading and slime trail layers turned on. The inclusion for the slime trail's dye channel in blue is added to the XML as well.
Re: [FND] Snail
Posted: 10 Aug 2009, 13:53
by Bertram
Hi Fother J,
The following issue has been created for this new monster, and awaits Rotonen's approval before committing:
http://mantis.themanaworld.org/view.php?id=828
Thanks a lot for your hard work!
Regards,
Re: [FND] Snail
Posted: 10 Aug 2009, 14:41
by DonCBen
Yay! Snail slimes and shell hats!
How long would it take to go in the game once approved? Or will we not see it on eA?
Re: [FND] Snail
Posted: 10 Aug 2009, 16:38
by Ces
Fother, nice seeing the snail finished!
I just had to try to see if I could encounter anyone, and gladly
Mrs. S. Nail welcomed a short photo session:
I’m a bit amazed how all of you are able to work with the dye system. Anyway, the red area in the spritesheet looks a little monotonous. Being so non-textured clashes a bit with the shell, in my humble opinion.
It has a nice cartoony feeling, especially with the eyes/antennae skipping around when it walks, its bite attack and the jumping shell on death.
DonCBen, as long as it is approved it will most likely turn up on eAthena sooner than later. The sprite sheet, its instructions, some client stats and map occurances need to be added and then included in a client update as well as some server stats (such as drops) need to be added to the server. Then we will see it in the game. Everything from a couple of days to a couple of months, depending on when someone has time and interest to add it. Or something like that.
/me is now imagining rainbow coloured snails (sludges?) without shells and at least three antennae and lipstick, as a related monster that is
Re: [FND] Snail
Posted: 10 Aug 2009, 16:50
by Crush
Yes, the body of the snail still needs some shading.
Re: [FND] Snail
Posted: 10 Aug 2009, 17:39
by Savi
I think the snail should leave a short slime trail when it moves.
Re: [FND] Snail
Posted: 10 Aug 2009, 20:25
by DonCBen
Savi wrote:I think the snail should leave a short slime trail when it moves.
Hey, finally a use for those empty bottles we get for using water. Scoop up the slime trail for potion ingredients...
Re: [FND] Snail
Posted: 10 Aug 2009, 21:15
by Bertram
Hi,
I propose a particle effect for the trail...
Would this be fine?
Regards,
Re: [FND] Snail
Posted: 11 Aug 2009, 02:01
by skillzalot
This would be neat if i could see the attachment
Re: [FND] Snail
Posted: 11 Aug 2009, 02:33
by Fother
I didn't mean to hit that submit button this morning... wasn't until I checked the forums during my lunch break before I realized what I did
Probably for the best since I hadn't had a shading layer on, or the scales, and I was still debating if i should turn on the slime trail layer... so I'm thankful for the feedback!
The corrections are up top in the first post.
Thank you for the quick ticket! I'm unable to replace the attachments for the Mantis issue, could you replace them for the RC?
DonCBen wrote:Yay! Snail slimes and shell hats!
How long would it take to go in the game once approved? Or will we not see it on eA?
I originally was working on this as a possible monster for the tutorial island, but it seemed a bit big. It's actual use and placement is up to Rotonen.
Ces wrote:I’m a bit amazed how all of you are able to work with the dye system. Anyway, the red area in the spritesheet looks a little monotonous. Being so non-textured clashes a bit with the shell, in my humble opinion.
It has a nice cartoony feeling, especially with the eyes/antennae skipping around when it walks, its bite attack and the jumping shell on death.
The trick is to work with layers and color everything in a pleasing manner within each layer first, and then desaturate those intended channel layers and resaturate them at 100 at the hue and decrease the overall volume by 50% before adding in any manual highlights. I uploaded the fixed version at the top of this thread with the corrected shading and the scale on the sides.
Savi wrote:I think the snail should leave a short slime trail when it moves.
I had a layer and dye channel for this but hadn't decided if I wanted it on or not... it is in the version up top.
Bertram wrote:
I propose a particle effect for the trail...
I can turn off the slime trail again if you want to go with particles, but let's check with Rotonen to see how he wants to go.
Re: [FND] Snail
Posted: 11 Aug 2009, 06:49
by Bertram
Hi Fother J,
I updated the ticket with the new graphics, letting the two versions remain there.
It's really easy to see the difference now:
- As for myself (I'm only a code dev) The second version is definitely better.
- I think the trail could stay, even if we add a trail particle effect.
because the trail should be three or four tiles long before disappearing!
All that we need is a good trail particle graphic, and some tests.
Thanks for that great piece of work!
Regards,
Re: [FND] Snail
Posted: 11 Aug 2009, 06:55
by Fother
Sounds good to me! Thank you.
Re: [FND] Snail
Posted: 11 Aug 2009, 08:33
by Bertram
Rotonen, do you agree for the snail's inclusion?
Re: [FND] Snail
Posted: 11 Aug 2009, 16:01
by skillzalot
That's a nice snail. Vote for in game action
Re: [FND] Snail
Posted: 11 Aug 2009, 16:06
by AnonDuck
We must race them.