[WIP] Evil Eye Sprite Set
[WIP] Evil Eye Sprite Set
Here goes a slight alteration on the eyes of a character that could be a "monster" that must be killed to get the assassin armor. I haven't read anything on quests to get assassin armor yet, but it would seem to the quest would have to involve assassinating someone. If other people have plans for this armor, like some sort of Player Killing on a PvP map or something, I'm curious. If not, I'll make this a [WIP] because it is pretty simple to do.
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- evil character face
- startingevil1player_male_base.png (1.82 KiB) Viewed 3835 times
Last edited by Wombat on 04 Aug 2009, 08:11, edited 3 times in total.
Current character is "Abolish".
Re: Who do I have to kill to get assassin armor?
Here's the evil eye sprite naked. I believe I need to add equipment to them to complete them as monsters. If there is a way to equipped them as monsters, please let me know.
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- evil1player_male_base.png (47.49 KiB) Viewed 3786 times
Current character is "Abolish".
Re: Who do I have to kill to get assassin armor?
Since BlackDon is the armor designer, you could try to kill him Seriously, I'm not sure if there are plans for the assassin armor yet.
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Patience, Integrity and Truth. A harsh Reality...
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Re: [WIP] Who do I have to kill to get assassin armor?
LOL looks good *KILLER*
Re: [WIP] Who do I have to kill to get assassin armor?
Please use the same positions that the main player sprite does. That'll make it easier to use. In the future, we could even use it as a variant for those that want a different face.
Re: [WIP] Who do I have to kill to get assassin armor?
Here is the full "evil eye" sprite set.
- Attachments
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- evil1player_male_base.png (57.5 KiB) Viewed 3698 times
Current character is "Abolish".
Re: [WIP] Who do I have to kill to get assassin armor?
I think drawing the face as another layer is a better and more generic solution.
That could be fun to get the possibility to choose the face of your character when you creates it.
That could be fun to get the possibility to choose the face of your character when you creates it.
Re: [WIP] Who do I have to kill to get assassin armor?
Yes, that is something I want to do too. Though different body sets are also nice.Bertram wrote:I think drawing the face as another layer is a better and more generic solution.
That could be fun to get the possibility to choose the face of your character when you creates it.
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Re: [WIP] Who do I have to kill to get assassin armor?
I'm still working on the dollpart components of the player sprites... (I really should post the progress on this so far)...
One of the things that is getting componented are the eyes. Luckily Modanung reused the same eye sockets for most of the animation frames (per each direction, and the up direction has no viewable eyes).
I'll try to get the base template for the eyes' sheet (at least the male for now) out into gimp layered format so these will be easier for others to take a crack at expanding actions on.
Currently I've been toying with dyeable eye animations (though, who really wants to add in id's for those? )
Bless sprite layering!
One of the things that is getting componented are the eyes. Luckily Modanung reused the same eye sockets for most of the animation frames (per each direction, and the up direction has no viewable eyes).
I'll try to get the base template for the eyes' sheet (at least the male for now) out into gimp layered format so these will be easier for others to take a crack at expanding actions on.
Currently I've been toying with dyeable eye animations (though, who really wants to add in id's for those? )
Bless sprite layering!
Re: [WIP] Who do I have to kill to get assassin armor?
TMWServ will make it easier to manage dyes, so we won't need a new ID just for a recolor.Fother J wrote:I'm still working on the dollpart components of the player sprites... (I really should post the progress on this so far)...
One of the things that is getting componented are the eyes. Luckily Modanung reused the same eye sockets for most of the animation frames (per each direction, and the up direction has no viewable eyes).
I'll try to get the base template for the eyes' sheet (at least the male for now) out into gimp layered format so these will be easier for others to take a crack at expanding actions on.
Currently I've been toying with dyeable eye animations (though, who really wants to add in id's for those? )
Bless sprite layering!
Priority in the doll parts area is on the head/body separation. The player sprites were intentionally made so that the head just changes position/expression, never turning or tilting.
Re: [WIP] Who do I have to kill to get assassin armor?
Should I rename this "[FND] Evil Eye Sprite Set"?
There is a somewhat controversial idea of sprite layering for monsters here or it could just be another set of eyes for the player sprite. Either way, I think this is complete as it is and could be used to help build a player-sprite based monster as a separate project from this one.
There is a somewhat controversial idea of sprite layering for monsters here or it could just be another set of eyes for the player sprite. Either way, I think this is complete as it is and could be used to help build a player-sprite based monster as a separate project from this one.
Current character is "Abolish".
Re: [WIP] Who do I have to kill to get assassin armor?
Preferrably yes. Next time name it appropriately from the beginning too?Wombat wrote:Should I rename this "[FND] Evil Eye Sprite Set"?
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Re: [FND] Evil Eye Sprite Set
Looks interesting to separate eyes from the body.Fother J wrote: I'm still working on the dollpart components of the player sprites... (I really should post the progress on this so far)...
One of the things that is getting componented are the eyes. Luckily Modanung reused the same eye sockets for most of the animation frames (per each direction, and the up direction has no viewable eyes).
I'll try to get the base template for the eyes' sheet (at least the male for now) out into gimp layered format so these will be easier for others to take a crack at expanding actions on.
Currently I've been toying with dyeable eye animations (though, who really wants to add in id's for those? )
Could you do the same with the head?
Re: [FND] Evil Eye Sprite Set
What about just the head. Have a separate head for each eye type. As for different eye colors, that part can be made recolorable (especially with tmwserv).Bertram wrote:Looks interesting to separate eyes from the body.Fother J wrote: I'm still working on the dollpart components of the player sprites... (I really should post the progress on this so far)...
One of the things that is getting componented are the eyes. Luckily Modanung reused the same eye sockets for most of the animation frames (per each direction, and the up direction has no viewable eyes).
I'll try to get the base template for the eyes' sheet (at least the male for now) out into gimp layered format so these will be easier for others to take a crack at expanding actions on.
Currently I've been toying with dyeable eye animations (though, who really wants to add in id's for those? )
Could you do the same with the head?