img attatched!
Big Slime PNG
Re: Big Slime PNG
And what this all about...
Sins come in game with pretty cool idea:
There could be bigger slimes in game that decay on death into few smaller ones. On my side of story I believe I know how to script that logic on TMWA.
So question becomes:
1) Images of bigger slime. That's attempt on it I guess.
2) Making big slime as new mob in client data
3) Adding it to server data.
4) Scripting what happens on mob's death (includes deciding what slimes to spawn on decay, etc).
- Bjørn
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Re: Big Slime PNG
Hey, it's an idea I once implemented for an RPG game called "On a Dark Sunday", which we never finished: https://rpgdx.net/showgame.php?project_id=365.
You can see the slimes in various sizes in the attached screen shot. Unfortunately I don't think they look any better than the one by sins.
It would be really nice to see this implemented in TMW!
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Re: Big Slime PNG
On side note... I've implemented draft version of "technical" side that permits to "split" slimes - and in fact more, technically its spawning few new mobs on spot where mob of interest killed, this tech not really limited to just slimes. As such I got few more of funny suggesions around this logic (interested parties are better off reading source, to avoid player-visible spoilers).
This may need polishing or few changes, but overall, it works on my local server - so I'd say it doable and is "mostly here".
Most interesting question becomes: how about few BIG slime mobs in art/client data to add up?!
I've looked into slimes and these proven to be a bit more advanced construct than just one image.
Example sprite sheet, "basic" version of "normal" (small) slimes:
Few remarks if someone is to try bigger version:
1) Notice its black and white. It allows to draw just 1 sprite sheet and then use "dye engine" of client to introduce whole bunch of different slimes by merely changing few lines in XML describing mob, using different colors for different slimes, instead of redrawing of sprite sheets, so "parametrized". I think I can handle "parametrized" part if someone to come with bigger sprite sheet similar to this.
2) Some slimes are more complicated and use more "spare parts" - e.g. candy slimes also add bubble around, "angry" slimes use some special animation/border in addition to basic sprite, etc.
3) Notice sprite sheet contains idle image, movement animation for 4 directions, attacks animation and death image. So its not just 1 image unfortunately.
If nobody would get better ideas i can try to cheat a bit using "advanced upscalers" (those these targeting pixel art in particular) on spritesheet in hope to get reasonably antialiased bigger version, and polish few pixels manually. But it would be fun if someone can come with bigger version. I think I can sort out picture coordinates tweaks in XML to accomodate for larger sprite sheet, so most interesting part is sprite sheet itself.
Re: Big Slime PNG
This kind of mob is already present in Source of Mana:
https://gitlab.com/sourceofmana/sourceo ... type=heads
-- Ford Prefect
Re: Big Slime PNG
Hehe @ Splatyna.
I forgot to attach jes's response at my questioning about why don't we have this in ML:
Code: Select all
<jesusalva> Was tested, once, what do you think Complaint Room was?
<jesusalva> Result simply put is that you're forcefully reminded the game is single thread
<ThinkSome> there should obviously be some per-map limit to spawns
<jesusalva> Which is what Complaint Room does, and a couple others
<jesusalva> Not possible for slimes and random mobs, though
<ThinkSome> why nit
<jesusalva> Tech debt
I have doubts about this not being possible to properly implement in a reasonable timeframe.
Re: Big Slime PNG
Seems I failed to resist temptation and gave xBRZ pixel art rescaler try on TMW's slime sprite sheet, upscaling it 4x out of curiosity, so here is the result (click - download/file.php?id=14438 - and you should view sprites "full size" to properly gauge quality). IMO doesn't looks bad?
I think Splatyna sprite got strong point in more attack frames. This one IMO got a bit better death splat. And to some extent, attacks (seems xBRZ did less blurry vs HQX). Maybe e.g. splat can be copy-pasted from this? But its just idea. I know HoraK made black-and-white version of Splatyna sheet - also without crown - reusable for whole family of BIG slimes (colorable, like smaller ones). It had few quirks, but nothing major, overall looks very promising on his test server. Probably most noticeable shortcoming is just left/right attacks w/o top/bottom, ok for small slimes but starts look weird on 4x upscaled. Either way, as far as I can see, big slimes are to be, so is "splitting".
As for technicalities... I do not expect to face BIG problems with this. Technical side of idea is event-driven, not really does anything too heavy in script handlers, and it mostly meant to act on relatively few big (so "rare") bossy mobs (not really limited to slimes). If this would prove problematic, I already implemented "map population limiter" of spawns in "rain interactions". Can do same here, if this proves necessary. Either way I'm quite sure it could be put under control, and I can do that - at least on TMWA. I dont know what Jes did and what issues he ran into, its quite vague.
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