My old CRT monitor is having trouble displaying colors correctly, so I will try to avoid doing .GIFs and gather current progress in a .PNG spritesheet.
Here's a quick start to can continue testing animation bugs and needing delay values:
Spritesheet 92x64: (Just a usable sketch of current sprites, not finished yet)
XML file for testing:
monster-wolf.xml
!*@%+!, I need help understanding how
mob_db.txt values can affect frames speed.
Animation ingame still doesn't look as examples proposed on .GIF previews. After some testing I used following values if someone want to fix them while testing:
Code: Select all
XXXX, Wolf, Wolf, 110, 8000, 0, 0, 800, 2, 275, 355, 20, 15, 30, 15, 30, 3, 60, 40, 1, 1, 1, 0, 29, 131, 380, 1000, 1000, 1150, 631, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, , , , , , , 0, 0
About accesories on monster, I prefer to skip that part and finish all needing frames first, but If someone want to add "X" mutation,
just open spritesheet on GIMP and draw your accesory over a new layer, I hope after draw 65 frames you also want to kill some wolves as I want now.