Some Monsters I Made
Some Monsters I Made
Earth Goblin:
Ice Maggot:
Woodland Fluffy:
Rose:
Sloth:
Silkworm of Doom:
Ice Maggot:
Woodland Fluffy:
Rose:
Sloth:
Silkworm of Doom:
Re: Some Monsters I Made
_________________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).
this quotation come from: http://forums.themanaworld.org/viewtopic.php?f=8&t=8535
Re: Some Monsters I Made
wow the most cool is the green yeti it looks better than the ice yeti
Its blue like the sea.
Re: Some Monsters I Made
I wonder if natsuki was serious...
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Re: Some Monsters I Made
I think the silkworm of doom should be added just for fun lol
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<o11c> More boobs please.
<o11c> More boobs please.
Re: Some Monsters I Made
Yes, that's the point of this thread. Wombat is adding many pure recolours and I was trying to show how awful it is.lien wrote: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).
Re: Some Monsters I Made
So you posted that to show to the community how recoloring can be awful...poison_ivy wrote:Yes, that's the point of this thread. Wombat is adding many pure recolours and I was trying to show how awful it is.lien wrote: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).
interesting.
between, you recolor some monsters that were already dyable (directly from xml).
Re: Some Monsters I Made
To avoid awful products I think we need a colaborative work between both parts (Coders/Artists) and documentation
enough as to provide some guideliness. A coder could find easy to apply dyable features directly from .xml,
but not necesary an artist, also artists can understand better how color palletes work, but not necessary a coder.
Hopefully, some tools as The Mana World Workshop by jaxad0127 let new developers/artist to understand lots of game features just watching how it works.
.. But some people just unleash the power of MS-Paint: for example
enough as to provide some guideliness. A coder could find easy to apply dyable features directly from .xml,
but not necesary an artist, also artists can understand better how color palletes work, but not necessary a coder.
Hopefully, some tools as The Mana World Workshop by jaxad0127 let new developers/artist to understand lots of game features just watching how it works.
.. But some people just unleash the power of MS-Paint: for example
Re: Some Monsters I Made
well said ....dyeing a monster is not a bad think if done right... we have lots of sprites put in the game used the best way for the time .....theres lots of random thinking that gos in to how a mob makes it in game. like" how can we use the sprite at hand" or "what mobs can i put on this map"......i feel if at the start of something ,come up with the who ,what,and why before most of the hard work is done..pateame wrote:To avoid awful products I think we need a colaborative work between both parts (Coders/Artists) and documentation
enough as to provide some guideliness. A coder could find easy to apply dyable features directly from .xml,
but not necesary an artist, also artists can understand better how color palletes work, but not necessary a coder.
Hopefully, some tools as The Mana World Workshop by jaxad0127 let new developers/artist to understand lots of game features just watching how it works.
.. But some people just unleash the power of MS-Paint: for example
------skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.
"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
Re: Some Monsters I Made
Nothing wrong with MS paint (if it had alpha channels it would be all a pixel artist needs)pateame wrote: .. But some people just unleash the power of MS-Paint: for example
Anyways, recoloring and resizing are fine as they allow for a ton of work(or at least placeholders) to be created with little effort . However you must still use color theory when recoloring/dyeing and you need to heavily rework the sprite if your scaling it up.
Pixel Battalion
Re: Some Monsters I Made
I have suggested in the past that we make our base art large, then scale it down. This will allow us to do things in the future like server controlled monster size. For example a boss that grows insize the longer it takes for you to kill him. How I would do this is start with a large base spirit and have the server to tell the client to scale it down, so when it grows in size (as the silk worm does), the quality gets better not worst.Len wrote:Nothing wrong with MS paint (if it had alpha channels it would be all a pixel artist needs)pateame wrote: .. But some people just unleash the power of MS-Paint: for example
Anyways, recoloring and resizing are fine as they allow for a ton of work(or at least placeholders) to be created with little effort . However you must still use color theory when recoloring/dyeing and you need to heavily rework the sprite if your scaling it up.
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.
Re: Some Monsters I Made
Pixel art doesn't remain pixel art if it's scaled, though, whether up or down.
Re: Some Monsters I Made
I'm somewhat sure its possible as MS paint doesn't burr or add colors when scaling down (unlike PS and Gimp).poison_ivy wrote:Pixel art doesn't remain pixel art if it's scaled, though, whether up or down.
Pixel Battalion
Re: Some Monsters I Made
Never used PS, but I'd imagine it has the option - the GIMP does - to scale without blending colours. But a lot of the time it still messes up the art.
Re: Some Monsters I Made
Im sure gimp has the ability to change how it scales images, or addon which will do it differently, no idea about PS.Len wrote:I'm somewhat sure its possible as MS paint doesn't burr or add colors when scaling down (unlike PS and Gimp).poison_ivy wrote:Pixel art doesn't remain pixel art if it's scaled, though, whether up or down.
In truth, TMW is moving away from true pixel art, which IMO is a good thing. The new stuff being made looks better and (supposedly) easy to make
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.