Page 1 of 3

a new skull

Posted: 08 Oct 2009, 19:04
by lien
skull of poison, fire why not of another element
as ice, Earth ....
monster-skull-fire.png
monster-skull-fire.png (24.64 KiB) Viewed 4828 times
this monster would be well in a graveyard , no ?
it's just a idea

Re: a new skull

Posted: 08 Oct 2009, 20:32
by Bertram
Hi,

As for myself, I'd use particles for the death breath, but it's a real nice idea. Convincing...

Regards.

Re: a new skull

Posted: 09 Oct 2009, 07:17
by ElvenProgrammer
lien wrote:skull of poison, fire why not of another element
as ice, Earth ....
Hmm and what element is represented by this one?
As already said we don't need pure recolors, but I won't oppose to use current monsters as a base (i.e. mushroom -> spiky mushroom).
So whenever you want to add more details to an existing skull, remove the pixel breath and substitute it with something particle based, I think something useful could born.

As a last note, the recoloring actually seems to have corrupted the breath.

Regards

Re: a new skull

Posted: 20 Oct 2009, 15:15
by Kage
you could always take the attack effect off and use effects

Re: a new skull

Posted: 20 Oct 2010, 19:20
by lien
looks like something like that without any effect
Image

now
let's Redo the effects of skulls (fire & poison) :wink:

Lien... & Wario

[EDIT]
I've do the effect for the poison skull

Code: Select all

<?xml version="1.0"?>

<!--
effect for poison skull monster-->

<effect>
	<particle
		position-x = "-200"
		position-y = "-25"
		position-z = "20"
		>
		<emitter>
			<property name="position-x" value="-2"/>
			<property name="position-y" value="-20"/>
			<property name="output" value="1"/>
			<property name="output-pause" min="30" max="50"/>
			<property name="lifetime" value="10"/>
		<emitter>
			<property name="image" value="graphics/particles/fog-medium-a.png|W:#0ed92f"/>
			<property name="horizontal-angle" min="0" max="360"/>
			<property name="vertical-angle" min="50" max="90"/>
			<property name="power" value="0.5"/>
			<property name="momentum" value="0.99"/>
			<property name="gravity" value="-0.005"/>
			<property name="output" value="1"/>
			<property name="lifetime" min="50" max="100"/>
			<property name="fade-out" value="100"/>
			<property name="randomnes" value="100"/>
			<property name="alpha" value="30"/>
		</emitter>
		<emitter>
			<property name="image" value="graphics/particles/fog-medium-b.png|W:#108e25"/>
			<property name="horizontal-angle" min="0" max="360"/>
			<property name="vertical-angle" min="50" max="90"/>
			<property name="power" value="0.5"/>
			<property name="momentum" value="0.99"/>
			<property name="gravity" value="-0.005"/>
			<property name="output" value="1"/>
			<property name="lifetime" min="50" max="100"/>
			<property name="fade-out" value="100"/>
			<property name="randomnes" value="100"/>
			<property name="alpha" value="20"/>
		</emitter>
		<emitter>
			<property name="image" value="graphics/particles/fog-medium-c.png|W:#108e25"/>
			<property name="horizontal-angle" min="0" max="360"/>
			<property name="vertical-angle" min="50" max="90"/>
			<property name="power" value="0.5"/>
			<property name="momentum" value="0.99"/>
			<property name="gravity" value="-0.005"/>
			<property name="output" value="1"/>
			<property name="lifetime" min="50" max="100"/>
			<property name="fade-out" value="100"/>
			<property name="randomnes" value="100"/>
			<property name="alpha" value="20"/>
		</emitter>
		</emitter>
	</particle>
</effect>
( add it to <particlefx>)
same for fire skull (add it for <particlefx>)

Code: Select all

<?xml version="1.0"?>

<!--
for fire skull.
-->

<effect>
	<particle
		position-x = "-2"
		position-y = "25"
		position-z = "22"
		>
		<emitter>
			<property name="position-y" value="-25"/>
			<property name="horizontal-angle" min="0" max="360"/>
			<property name="vertical-angle" min="0" max="90"/>
			<property name="power" min="0.4" max="0.5"/>
			<property name="gravity" value="-0.02"/>
			<animation imageset="graphics/particles/aniblaze.png" width="8" height="8">
				<sequence start="0" end="14" delay="30" />
				<frame index="14" delay="1000" />
			</animation>
			<property name="lifetime" min="35" max="50"/>
			<property name="output" min="1" max="2"/>
			<property name="fade-in" value="0"/>
			<property name="fade-out" value="10"/>
		</emitter>
<emitter>
			<property name="position-y" value="-24"/>
			<property name="output" value="1"/>
			<property name="output-pause" min="100" max="150"/>
			<property name="lifetime" value="30"/>
			<property name="alpha" min="30" max="50"/>
			<emitter>
				<property name="image" value="graphics/particles/fog-medium-a.png|W:#CCCCCC"/>
				<property name="horizontal-angle" min="0" max="360"/>
				<property name="vertical-angle" min="50" max="90"/>
				<property name="power" value="0.5"/>
				<property name="momentum" value="0.99"/>
				<property name="gravity" value="-0.005"/>
				<property name="output" min="0" max="2"/>
				<property name="lifetime" min="20" max="200"/>
				<property name="fade-out" value="100"/>
				<property name="randomnes" value="50"/>
			</emitter>
			<emitter>
				<property name="image" value="graphics/particles/fog-medium-b.png|W:#999999"/>
				<property name="horizontal-angle" min="0" max="360"/>
				<property name="vertical-angle" min="50" max="90"/>
				<property name="power" value="0.5"/>
				<property name="momentum" value="0.99"/>
				<property name="gravity" value="-0.005"/>
				<property name="output" min="0" max="2"/>
				<property name="lifetime" min="20" max="200"/>
				<property name="fade-out" value="100"/>
				<property name="randomnes" value="50"/>
			</emitter>
			<emitter>
				<property name="image" value="graphics/particles/fog-medium-c.png|W:#232323"/>
				<property name="horizontal-angle" min="0" max="360"/>
				<property name="vertical-angle" min="50" max="90"/>
				<property name="power" value="0.5"/>
				<property name="momentum" value="0.99"/>
				<property name="gravity" value="-0.005"/>
				<property name="output" min="0" max="2"/>
				<property name="lifetime" min="20" max="200"/>
				<property name="fade-out" value="100"/>
				<property name="randomnes" value="50"/>
			</emitter>
		</emitter>
	</particle>
</effect>

Re: a new skull

Posted: 31 Oct 2010, 21:45
by Reid
You tested it?! :p It work? It can be useful if it work... :roll:

Re: a new skull

Posted: 01 Nov 2010, 08:06
by lien
Reid wrote:You tested it?! :p It work? It can be useful if it work... :roll:
I tested it and it work too

Re: a new skull

Posted: 01 Nov 2010, 11:29
by Reid
Cool! Need to do a patch or to give it at wombat.. I'm sure that they will accept.

sprite layering vs particle

Posted: 03 Nov 2010, 01:13
by nmaligec
Everything looks great, though I was wondering if it would be more efficient to do the attack as a separate spritsheet and put it under monsters/accessories. Then just layer it on top of the skull in the monster.xml entry. Just remember to add the xml for the attack and only fill in the attack frames (might need to insert a blank frame for other states idk). Look at the sea slime as an example.

The benefit would be you could make it dyeable and use the same xml with dye effect for each monster type.

Re: a new skull

Posted: 04 Jan 2011, 18:56
by Alige
This looks awesome and I have an idea how to introduce it in TMW.
If you pay attention to the Reaper's sprite sheet, you will see that when it dies, it becomes this type of skull for 1-2 frames long. IMO, I think that it would be cool if the Reaper turns into one of this skull when it dies.

Napalm.

Re: a new skull

Posted: 06 Jan 2011, 18:28
by lien
image dyable & dead frame here =>
Image
PS: I'm doing the xml file

Re: a new skull

Posted: 07 Jan 2011, 01:30
by WildX
Ali-G wrote:This looks awesome and I have an idea how to introduce it in TMW.
If you pay attention to the Reaper's sprite sheet, you will see that when it dies, it becomes this type of skull for 1-2 frames long. IMO, I think that it would be cool if the Reaper turns into one of this skull when it dies.

Napalm.
It's a nice idea, maybe with some fixes it can work.
Is it possible (when a monster dies it turns in another monster)? It would be a great boss monster "extra power". :D

Re: a new skull

Posted: 07 Jan 2011, 17:05
by lien
.:WildX:. wrote:
Ali-G wrote:This looks awesome and I have an idea how to introduce it in TMW.
If you pay attention to the Reaper's sprite sheet, you will see that when it dies, it becomes this type of skull for 1-2 frames long. IMO, I think that it would be cool if the Reaper turns into one of this skull when it dies.

Napalm.
It's a nice idea, maybe with some fixes it can work.
Is it possible (when a monster dies it turns in another monster)? It would be a great boss monster "extra power". :D
if you can get the x position, and y too of the Monster, you can :wink: . And that'll be something like that

Code: Select all

//1068: Reaper's ID
On1068:
	set @mobID, 1068;
	callfunc "MobPoints";
                set @ID, rand(1) + 1023;
                set @x_pos, //getmonsterposition(x);
                set @y_pos, //getmonsterposition(y);
                areamonster "this", @x_pos, @y_pos, @x_pos - 1, @y_pos - 1, "", @ID, 1 , "[NAMEOFTHENPC]::On1023";

	break;
but you have to know how get these @x_pos and @y_pos :cry: ...
Lien...

Re: a new skull

Posted: 07 Jan 2011, 21:07
by Alige
x= 549.5
y=642.0

These are teh x and y positions of the skull on the Reaper's sprite sheet.

Re: a new skull

Posted: 08 Jan 2011, 09:19
by lien
Ali-G wrote:x= 549.5
y=642.0

These are teh x and y positions of the skull on the Reaper's sprite sheet.
I was thinked about where is the reaper one the maps for summon the skull when it's die. and as you know the reaper move so I need to get the x and y pos when he die for summon the skull in these x_y_position.
and idk how get it ...

Lien...