a new skull
a new skull
skull of poison, fire why not of another element
as ice, Earth .... this monster would be well in a graveyard , no ?
it's just a idea
as ice, Earth .... this monster would be well in a graveyard , no ?
it's just a idea
Re: a new skull
Hi,
As for myself, I'd use particles for the death breath, but it's a real nice idea. Convincing...
Regards.
As for myself, I'd use particles for the death breath, but it's a real nice idea. Convincing...
Regards.
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Re: a new skull
Hmm and what element is represented by this one?lien wrote:skull of poison, fire why not of another element
as ice, Earth ....
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
you could always take the attack effect off and use effects
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.
Re: a new skull
looks like something like that without any effect
now
let's Redo the effects of skulls (fire & poison)
Lien... & Wario
[EDIT]
I've do the effect for the poison skull
( add it to <particlefx>)
same for fire skull (add it for <particlefx>)
now
let's Redo the effects of skulls (fire & poison)
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>
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
You tested it?! :p It work? It can be useful if it work...
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: a new skull
I tested it and it work tooReid wrote:You tested it?! :p It work? It can be useful if it work...
Re: a new skull
Cool! Need to do a patch or to give it at wombat.. I'm sure that they will accept.
Last edited by Reid on 15 Jun 2011, 08:40, edited 1 time in total.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
sprite layering vs particle
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.
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
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.
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
It's a nice idea, maybe with some fixes it can work.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.
Is it possible (when a monster dies it turns in another monster)? It would be a great boss monster "extra power".
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Re: a new skull
if you can get the x position, and y too of the Monster, you can . And that'll be something like that.:WildX:. wrote:It's a nice idea, maybe with some fixes it can work.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.
Is it possible (when a monster dies it turns in another monster)? It would be a great boss monster "extra power".
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;
Lien...
Re: a new skull
x= 549.5
y=642.0
These are teh x and y positions of the skull on the Reaper's sprite sheet.
y=642.0
These are teh x and y positions of the skull on the Reaper's sprite sheet.
Re: a new skull
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.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.
and idk how get it ...
Lien...