a new skull

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WildX
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Re: a new skull

Post by WildX »

Ali-G wrote:For fun and to give ideas:
colored-skulls-sprite-sheet.png
colored-skulls.png
Also, the eyes of the skull (the mob or/and the item) can be changed colors (fire, poison, ice/water).
Don't forget: http://forums.themanaworld.org/viewtopi ... ull#p99320 -> a ice skull (item) could be made too.

Napalm.
it's so unrealistic..i'd change olnly the breath or the eyes..

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Alige
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Re: a new skull

Post by Alige »

I agree :D that was just for fun. Indeed I thought of breath. Eyes maybe but that will be harder.
http://gitorious.org/the-alternate-worl ... relord.png
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Re: a new skull

Post by nmaligec »

lien wrote:Argh ! I have finished the XML ! :wink:
110 line here !
and it works with
Image

:wink:

Lien...
Freakin awesome!!! You even optimized the frame sizes so there was no wasted empty space in the sprite sheet! One minor thing though, I think there was some horizontal movement on the original (swaying back and forth a bit). Do you think it looks better without xOffset or when the skull is weaving around like a drunken cab driver in traffic?

I can't wait to see the optimized skull in game, with its attack and shadow layered on.
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lien
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Re: a new skull

Post by lien »

.:WildX:. wrote:
Ali-G wrote:For fun and to give ideas:
colored-skulls-sprite-sheet.png
colored-skulls.png
Also, the eyes of the skull (the mob or/and the item) can be changed colors (fire, poison, ice/water).
Don't forget: http://forums.themanaworld.org/viewtopi ... ull#p99320 -> a ice skull (item) could be made too.

Napalm.
it's so unrealistic..i'd change olnly the breath or the eyes..
colors can be changed
better ?
Image

Do you think it looks better without xOffset or when the skull is weaving around like a drunken cab driver in traffic?
I don't know but It work well already (IMO).


Lien ...
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WildX
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Re: a new skull

Post by WildX »

Now it looks great lien :)
What about fire, ice and earth damage? Only poison skulls gives damage...
As the poison reduces the health fire should affect strength, ice on agility and earth on dexterity. If it's possible... it's just an idea :wink:

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Alige
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Re: a new skull

Post by Alige »

.:WildX:. wrote: As the poison reduces the health fire should affect strength, ice on agility and earth on dexterity. If it's possible... it's just an idea :wink:
+1
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nmaligec
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Re: a new skull

Post by nmaligec »

From what I heard adding new status effects is doable, but it requires messing with the server code (I hope no client code needs updating). I would also like to get a few more added in. I don't think anyone is willing to take on the project though...
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lien
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Re: a new skull

Post by lien »

nmaligec wrote:From what I heard adding new status effects is doable, but it requires messing with the server code
(I hope no client code needs updating*).
I would also like to get a few more added in.
I don't think anyone is willing to take on the project though**
...
* just "status-effects.xml" need updating with the icons of the effect who are in "graphics/sprites"

** :(
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Rotonen
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Re: a new skull

Post by Rotonen »

nmaligec wrote:One minor thing though, I think there was some horizontal movement on the original (swaying back and forth a bit). Do you think it looks better without xOffset or when the skull is weaving around like a drunken cab driver in traffic?
Moving the sprite about on the screen (in any fashion) should be done via animation, as in the XML sprite definition file. You need new frames only and explicitly only for new sprite shapes in your puppet show.
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Re: a new skull

Post by nmaligec »

I thought it was clear that I meant adding horizontal movement in xml. The current xml file only has y offets, and I was wondering if x offsets are needed.
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lien
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Re: a new skull

Post by lien »

well, for the other skull posibility here is the image dying usable (i have tested them and it work good :) )

fire -> |#f42d2d,#fff
poison -> |#398016,ffffff
ice -> |#71848a,b3cdd5,e0f7ff,fafeff;
dark skull -> |#441231,a25b87,d2a2bf,a78098;

Lien...
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