All development of pixel art, maps and other art.
yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 27 Sep 2009, 10:35
anyway I decided to compile it manually
as SpamMaster said you can't see the transparency in gif. so I decide to show this.
I smoothen it a little bit so no dramatic change.
your welcome to comment more. anyway I'm gonna do the root now.
Crush
TMW Adviser
Posts: 8046 Joined: 25 Aug 2005, 16:08
Location: Germany
Post
by Crush » 27 Sep 2009, 10:36
There is no transparency in that image either...
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EJlol
TMW Furniture
Posts: 1225 Joined: 06 Sep 2005, 08:42
Post
by EJlol » 27 Sep 2009, 11:25
SpamMaster wrote: Could you try softening the edges with semi-transparent black? (There's a term for this... what is it? What is it!?)
AA or Anti Aliasing
adamaix
Novice
Posts: 200 Joined: 08 Apr 2009, 22:25
Location: A secret garden hidden deep in the woods of Hurnscald
Post
by adamaix » 27 Sep 2009, 11:43
EJlol wrote: SpamMaster wrote: Could you try softening the edges with semi-transparent black? (There's a term for this... what is it? What is it!?)
AA or Anti Aliasing
Yes, buts that's always the very last step.
yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 27 Sep 2009, 12:13
the roots looks so wrong. I thinking of redoing the root. Do you know how to make it look better.
I'll do anti aliasing after I'm done with everything. It tends to confuse me.
I'll keep practicing on anti aliasing since it's not noticeable.
Rotonen
TMW Adviser
Posts: 3154 Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland
Post
by Rotonen » 27 Sep 2009, 19:34
Anyone else bothered by the parts which remain absolutely static in the centre?
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skipy
Knight
Posts: 781 Joined: 08 Nov 2008, 22:06
Post
by skipy » 27 Sep 2009, 20:11
maybe this helps..
Attachments
polyphemus cocoon4.jpg (165.74 KiB) Viewed 4269 times
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
yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 28 Sep 2009, 08:27
thanks rotonen, skipy.
here's an update
I'm gonna do the hit animation now. (I'm gonna make the cocoon shake unless someone has a better idea)
about the death animation which is better?
a. put a hole then the liquid slowly start pouring out
b. make it explode and the liquid starts splashing around
ps. I'm glad this cocoon is immovable. the idle stand will be reuse on north, south, west and east facing
skipy
Knight
Posts: 781 Joined: 08 Nov 2008, 22:06
Post
by skipy » 29 Sep 2009, 07:19
wow way better...
B. like the slims do when they die.
looks really really good
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
ElvenProgrammer
Founder
Posts: 2526 Joined: 13 Apr 2004, 19:11
Location: Italy
Contact:
Post
by ElvenProgrammer » 29 Sep 2009, 08:37
yuminig wrote: (I'm gonna make the cocoon shake unless someone has a better idea)
Maybe some slimy spit?
yuminig wrote: about the death animation which is better?
a. put a hole then the liquid slowly start pouring out
b. make it explode and the liquid starts splashing around
Definitely a: easier and more realistic to me
yuminig wrote: ps. I'm glad this cocoon is immovable. the idle stand will be reuse on north, south, west and east facing
Indeed, adding static content, providing it is well done, could add a lot to gameplay requiring little effort.
yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 29 Sep 2009, 10:05
here's the hit animation
I took the advice of ElvenProgrammer and spits slime as it get hits
any advice to make it better?
ElvenProgrammer
Founder
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Location: Italy
Contact:
Post
by ElvenProgrammer » 29 Sep 2009, 10:12
Instead of shaking it, why don't you make it inflate a lot and then make a big poison cloud?
yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 29 Sep 2009, 10:20
lol we're having a misunderstanding. that animation is when the cocoon gets attack from the player.
my definition of hit animation is different than yours.
I differentiate it from hit animation and attack animation.
again sorry for causing a misunderstanding.
your idea is good. I'm gonna make an attack animation now.
Rotonen
TMW Adviser
Posts: 3154 Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland
Post
by Rotonen » 29 Sep 2009, 10:31
The cloud of contents animation would more be for "creature dies", IMO.
So far looking good. You have a good grasp of how subtle things work in your favor in animation.
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yuminig
Peon
Posts: 41 Joined: 31 Dec 2008, 22:54
Post
by yuminig » 29 Sep 2009, 14:18
okay here's an update on death animation. so far its seem there's something wrong with the perspective. The hole just appear like that so maybe some skinning should solve some problem. the shading of the liquid could use some more tweaking.
your welcome to suggest.
still working on the dead animation.
after everything is done I'm gonna compile it into monster sheet.
here's the second update on death animation
again suggestion are welcome.
*edited