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Re: [FND] candle flame
Posted: 29 Jun 2011, 06:56
by Alige
Yours is better, but here is a gif animation I've made (50ms) to show how it looks in overall.
Doesn't look good to me. IMHO, we need more flame frames which implies more candle helmet frames of course and of course, frames that can repeat themselves without showing too much they're repeating.
Re: [FND] candle flame
Posted: 29 Jun 2011, 07:21
by skipy
lol i think the sheet look close to the same....
imho i think if it is slower just a bit it would look good...
------skipy
Re: [FND] candle flame
Posted: 29 Jun 2011, 07:58
by Alige
Yeah ok skipy, but we still need the xml though.
Re: [FND] candle flame
Posted: 29 Jun 2011, 16:22
by Dark_Mag
Ali-G wrote:Yeah ok skipy, but we still need the xml though.
Ali-G,
After this hard minutes I've finished it. Just download it and change with already existing .xml file.
Cheers, dark
Re: [FND] candle flame
Posted: 29 Jun 2011, 18:13
by skipy
thank for the hard work Dark_Mag and ali-g......call this done....
----skipy
Re: [FND] candle flame
Posted: 29 Jun 2011, 18:13
by Alige
this isn't done at all, i'm currently fixing the xml, a little modification in the spritesheet was needed too. Posting that asap.
Re: [FND] candle flame
Posted: 29 Jun 2011, 18:46
by skipy
dont over think it imo ...its just the a flame and moves with no real form ...dont over think it or you will get stuck in the details..we have a saying where im from "the devil is in the details"
good luck ------skipy
Re: [FND] candle flame
Posted: 29 Jun 2011, 20:07
by Alige
Here is the xml + spritesheet a bit fixed. What still needs to be fixed are the attack, sit and death animations of the xml based on the "stand" animation that I fixed according to the xml currently used in game.
Re: [FND] candle flame
Posted: 29 Jun 2011, 23:33
by Reid
Why didn't you added the flame as accessories?
- A sprite for the helmet without the flame (only the 5basic frames)
- A sprite for the flame
- And you put them together on items.xml
You would get a tinier sprite and you can, after, use the flame for something else... like for your fringe tiles in the crypt or... for an other burning thing.
Btw :
Code: Select all
<frame index="0" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="1" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="2" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="3" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="4" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="5" offsetX="-1" offsetY="-39" delay="70"/>
can be reduced in :
Code: Select all
<sequence start="0" end="5" offsetX='"-1" offsetY="-39" delay="70"/>
Re: [FND] candle flame
Posted: 30 Jun 2011, 00:11
by skipy
we need to pick a way/how of make this happen...not 3 different ways.
so what are we doing with this ????
-----skipy
Re: [FND] candle flame
Posted: 30 Jun 2011, 07:19
by Dark_Mag
skipy wrote:we need to pick a way/how of make this happen...not 3 different ways.
so what are we doing with this ????
-----skipy
skipy,
At this moment I'm fixing xml and trying to make it work properly.
Reid wrote:
Btw :
Code: Select all
<frame index="0" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="1" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="2" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="3" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="4" offsetX="-1" offsetY="-39" delay="70"/>
<frame index="5" offsetX="-1" offsetY="-39" delay="70"/>
can be reduced in :
Code: Select all
<sequence start="0" end="5" offsetX='"-1" offsetY="-39" delay="70"/>
Reid,
Yes, you're right.

I think we can do it so, but only in standing and sitting, as in all other sprites delay will be different (don't ask me why).
Cheers, dark
Re: [FND] candle flame
Posted: 30 Jun 2011, 12:52
by Dark_Mag
Ali-G,
Ok, now I'll post fixed image. I've moved 4th line up on 1 pixel, to fix layers problem in dead animation. Fixed xml will be ready in about half an hour.
Ok, about 30 minutes passed, and here you are almost completed version of xml. On my test server I got bug: I can't fight with a bow. Probably I can, but I see player, fighting with his hands with mob from a big distance, and from his hand I can see flying arrows. It's funny, but it blocked my process of fixing bow_attacks offsets.
Anyway, it's better then nothing.
Cheers, dark
Re: [FND] candle flame
Posted: 30 Jun 2011, 20:21
by nmaligec
The reason it can't be done as an accessory is because items cannot layer more than one sprite. Even with the new client, itonly displays the last sprite tag listed. I originally thought I could layer the candle flame on top of the unlit helm, just like for mobs and npcs, however this did not work. If it did layer properly, the pngs and the xml would definitely be much cleaner and the candle helm would already have been completed!
Re: [FND] candle flame
Posted: 01 Jul 2011, 06:55
by skipy
can it work better if done like the jester-hat png and xml ??? that's the only other moving hat that i know of.
---skipy
Re: [FND] candle flame
Posted: 01 Jul 2011, 09:17
by Bertram
Hi there,
Please open an issue about multi-layer items, so we can consider that for the next client
Best regards.