Player-set

Content and general development discussion, including maps, quests, and server code from the development team.
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stava
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Re: Player-set

Post by stava » 05 Mar 2010, 06:38

If you want to help me, here are PNG sprites.
They aren't shaded
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Player-set work.PNG
Player-set work.PNG (45.99 KiB) Viewed 2267 times
Last edited by stava on 05 Mar 2010, 16:04, edited 1 time in total.
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Bertram
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Re: Player-set

Post by Bertram » 05 Mar 2010, 11:16

Thanks for bringing such management preview, Stava.

Best regards.
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bcs86
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Re: Player-set

Post by bcs86 » 05 Mar 2010, 13:09

What I've been doing for the moment is placing these on sheets of 64x64 frames with the invisible BG and can easily plug in the semi-transparent pixels. That way you don't have to think about it and can edit the way you like.

Instead of expanding player_male_base.png these can go in new sheets, no need to think about that either. All we need are motions good-to-go.
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Re: Player-set

Post by Gouki » 05 Mar 2010, 16:21

The polearmswing is not realistic.^^ Angle, foot distance, arm movements etc should be fixed
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Bertram
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Re: Player-set

Post by Bertram » 06 Mar 2010, 15:29

Care to post WIP transparent work made so far, bcs86?

Best regards.
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Re: Player-set

Post by bcs86 » 06 Mar 2010, 15:50

Bertram,
2h.xcf.bz2
This and others.

I can get all the crap out of Stava's way while she is still doing the work.

Did a little shading.

The frames will be aligned later. The sheet will be different when the toons have all been placed on 64x64 layers and checked for alignment and animation.

Reminder: Be sure that the basic animation works before fleshing out the sprites. :cry:
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stava
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Re: Player-set

Post by stava » 07 Mar 2010, 18:04

bcs86 wrote:Bertram,


I can get all the crap out of Stava's way while she is still doing the work.

:
he* :(
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Bertram
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Re: Player-set

Post by Bertram » 07 Mar 2010, 18:20

Thanks for the material, bcs86. I'm sure we could use these frames to prepare the animation coding.

:arrow: Thanks Stava. You and bcs86 have provided some nice advancement on the playerset road. :)
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Re: Player-set

Post by Crush » 07 Mar 2010, 18:41

I think the polearm trusting animation would look better when the trust wouldn't be in such a straight line but with a slight swing instead. Like this:
Prepare frame: weapon pointing slightly outwards
In-motion frame: weapon pointing straight ahead
Final frame: weapon pointing slightly inwards.


On an unrelated note: I think we should remove the additional spellcasting animation and use one of the normal attack animation for this purpose. Every unnecessary frame we can save means less work for equipment which means more diverse equipment. For the same reason you should try to reuse the same frame for different animations. You are already doing this with the "haul" animation from the bow animation which is great, but I think you should look into using other frames for the in-between frames as well.
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Re: Player-set

Post by stava » 09 Mar 2010, 06:45

Crush wrote: On an unrelated note: I think we should remove the additional spellcasting animation and use one of the normal attack animation for this purpose. Every unnecessary frame we can save means less work for equipment which means more diverse equipment. For the same reason you should try to reuse the same frame for different animations. You are already doing this with the "haul" animation from the bow animation which is great, but I think you should look into using other frames for the in-between frames as well.
Now you say this.. :|
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Re: Player-set

Post by Rotonen » 09 Mar 2010, 10:47

I still want the spell preparation animation in there. But should be just one frame, as I've originally suggested: only the prayer pose frame. You do not need the grandious movement for getting into the prayer pose. While you prepare your spell you have that frame and a potential particle effect to indicate you are charging something up. When you cast your spell, you "punch it out".
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Re: Player-set

Post by Kage » 10 Mar 2010, 03:30

I would like it if we had two or three spell casting animations, for different types of spells...

Like:
- A Target Opponent cast animation (something that looks like you are actually projecting a spell onto the target)
- A healing cast animation (same as the last one, but should look different, and have no kill intent in it
- A self cast animation (when you cast spells onto your self... it should not look as if you are projecting the spell)

While I think this would add a richer experience to the game, there is also gameplay value in this. Since we don't have labeled classes, you have to figure out what players are by their gear and what they are doing. If you see someone casting a spell over and over you don't know if that person is buffing them self for a major attack, healing a friend (which is quite possibility unwanted). Or if they are attacking a target.

I am aware we can have particle effects to describe these actions. And I know how stressful adding even one frame is....

But, it would be nice...
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Crush
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Re: Player-set

Post by Crush » 10 Mar 2010, 10:29

There are other ways to denote the target of a spellcast. Methods with a much better cost/effect ratio than a couple of new frames for every single piece of equipment in the game.
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Re: Player-set

Post by Rotonen » 10 Mar 2010, 12:04

Kage wrote:I would like it if we had two or three spell casting animations, for different types of spells...
No.

The prayer pose preparation stays.
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stava
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Re: Player-set

Post by stava » 18 Mar 2010, 14:33

I think this is finished, shading needs fix.. I think somebody else should do the shading since I'm not sure about the technique :)
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Player-set work.PNG
Player-set work.PNG (47.2 KiB) Viewed 1884 times
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