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Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Oct 2009, 00:02
by bcs86
One of the little issues I see with those 3 flinching frames is that the sprite bends back like being hit in the face.
Would look silly to see when fighting small monsters like maggot. It might just not look good at all.
Another game, which we all envy too much, made the player sprites keel forward, as though being hit in the stomach.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Oct 2009, 00:03
by Jaxad0127
It would also be nice if the head is kept straight, so we don't need more hair and hat frames.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Oct 2009, 02:03
by Fother
jaxad0127 wrote:It would also be nice if the head is kept straight, so we don't need more hair and hat frames.
Indeed :)

There will only be the 5 head frames! (my previous response was rushed due to co-workers waiting to use the cafe computers :oops: )

I know I've said differently before, but:
Eyes, head, torso & arms, underwear & legs are the 4 component sections I've broken the sprite into on my side.
This gives the most flexibility in recombining frames, especially since these are the main parts where the frames can be thinned out and save us time on fixing and making new equip and animations.
Image
Plus those legs repeat a lot, so that's a lot less frames for pants art :D

Mirroring ability is also now a must have, and a property/tag in the xml to flip-H or flip-V would assist in this nicely :D.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Oct 2009, 03:10
by Jaxad0127
Fother J wrote:Mirroring ability is also now a must have, and a property/tag in the xml to flip-H or flip-V would assist in this nicely :D.
:(
I was hoping to not see mirroring, but support for it can be added.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Oct 2009, 16:00
by Black Don
bcs86 wrote:3 getting-hit frames from the wiki with a few touch-ups, Namely underwear and changed the file format from GIF to a PNG with transparent pixels.
Tmw_chara_getting_hit.png
Plans for them were dropped I suppose.
This flinch pose looks like it would require addition of frames for all the hat sprites in all 4 poses.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 21 Oct 2009, 13:38
by Black Don
Fother J wrote:
jaxad0127 wrote:It would also be nice if the head is kept straight, so we don't need more hair and hat frames.
Indeed :)

There will only be the 5 head frames! (my previous response was rushed due to co-workers waiting to use the cafe computers :oops: )

I know I've said differently before, but:
Eyes, head, torso & arms, underwear & legs are the 4 component sections I've broken the sprite into on my side.
This gives the most flexibility in recombining frames, especially since these are the main parts where the frames can be thinned out and save us time on fixing and making new equip and animations.
Image
Plus those legs repeat a lot, so that's a lot less frames for pants art :D

Mirroring ability is also now a must have, and a property/tag in the xml to flip-H or flip-V would assist in this nicely :D.
We could do some expression on the face for the flich with out moving the head. Could be a simple wince X( to an (X_X) over the eyes. I vote for the spinning spires for eyes like Qoal gave the Mouboos.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 21 Oct 2009, 15:29
by Bertram
Hi,

IIUC, this would for now add:
- An Eyes layer,
- A head layer,
((- (Why not) a beard layer? as there are some already done.))
- Torso & arms,
- Underwear
- Legs

I'm also for an optional tag used in head armors xml to say: don't draw hairs.
Something like <... noHair="true">

What do you think?

Regards.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 21 Oct 2009, 16:16
by Black Don
Bertram wrote:Hi,

IIUC, this would for now add:
- An Eyes layer,
- A head layer,
((- (Why not) a beard layer? as there are some already done.))
- Torso & arms,
- Underwear
- Legs

I'm also for an optional tag used in head armors xml to say: don't draw hairs.
Something like <... noHair="true">

What do you think?

Regards.
As soon as you start change the size or shape of the head, torso, arms, and legs it affects and could break all the sprites for all the clothes we have done. Eyes, beard, and underwear would be ok as far as I can see.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 21 Oct 2009, 16:24
by Jaxad0127
Black Don wrote:As soon as you start change the size or shape of the head, torso, arms, and legs it affects and could break all the sprites for all the clothes we have done. Eyes, beard, and underwear would be ok as far as I can see.
We're fine with breaking existing equipment. Better to do it now when we don't have anything approved for TMWServ use than later, when we'll have to update several pieces.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 21 Oct 2009, 16:58
by Black Don
jaxad0127 wrote:
Black Don wrote:As soon as you start change the size or shape of the head, torso, arms, and legs it affects and could break all the sprites for all the clothes we have done. Eyes, beard, and underwear would be ok as far as I can see.
We're fine with breaking existing equipment. Better to do it now when we don't have anything approved for TMWServ use than later, when we'll have to update several pieces.
Its one thing to add new frames for old equipment, it is another to have to completely redraw from scratch, which is what would happen if you start to play around with the players body shape and size to much.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 22 Oct 2009, 03:54
by Fother
  • Underwear layer - ?!? Let's just call it the legs or lower body layer.
  • Facial hair layer - it'd all have to be short facial hair that doesn't extend outside of the head sprite, since the torso sprite (which includes the arms) is above the head sprite, and that's a problem with hands that cross the head layer (or the neck area in general). Please do not say "well.. just separate the arms" because that overcomplicated the sprite and makes simple shirt sprites a nightmare [I've already tested this!]. No no no no no.
  • Nohair tag - interesting... perhaps it could be complicated further as an ALTHAIR tag where 0 turns off hair for a helmet, and any other value would correspond to an alternate id set of the hair style's xml where an id 1 would be something like an alt hair sprite set that displays from the middle of the head downward to avoid clipping issues, and id 2 could be the alt set for headbands (provided all head bands have the same placement area on the head).
Black Don wrote:Its one thing to add new frames for old equipment, it is another to have to completely redraw from scratch, which is what would happen if you start to play around with the players body shape and size to much.
BD, the parts will assemble right back to the existing frames... we'll just need to draw equipment frames for the new additional actions. Also... look at the bright side... with these separated out into layers and many of the components being reused in other frames, it'll be less drawing for new equipment. I hope to make this as painless as possible so you don't kill me BD :oops:

Also... I hate to ask this, but all of you... can we keep down the panic about these sprites until I actually have their sheets posted! dadnabbit :lol:

Re: [WIP] Playerset - CR1 - Fother J

Posted: 22 Oct 2009, 06:12
by Bertram
Hi,
Nohair tag - interesting... perhaps it could be complicated further as an ALTHAIR tag where 0 turns off hair for a helmet, and any other value would correspond to an alternate id set of the hair style's xml where an id 1 would be something like an alt hair sprite set that displays from the middle of the head downward to avoid clipping issues, and id 2 could be the alt set for headbands (provided all head bands have the same placement area on the head).
:arrow: Clever idea in my opinion.
can we keep down the panic about these sprites until I actually have their sheets posted! dadnabbit
:arrow: He, he. Right Fother. :wink:

Regards.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 22 Oct 2009, 13:35
by Black Don
Fother I'm all for making things easier I just don't want to see things become more complicated.

No panicking from me. Just want to make sure we are all on the same page. :)

Re: [WIP] Playerset - CR1 - Fother J

Posted: 20 Nov 2009, 17:55
by AxlTrozz
I know Fother you are the owner of this subproject, but I would like to see if you have any advance to show us, just the current progress or if you need help with the playerset progress.

Re: [WIP] Playerset - CR1 - Fother J

Posted: 06 Dec 2009, 10:38
by Rotonen
This is blocking a lot of other work.

Status report?

Anything done? Anything to show? Anything to say? Anything to drink? Anything?