Player-set 1.5

All development of pixel art and graphics
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Wombat
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Player-set 1.5

Post by Wombat » 11 Aug 2010, 11:39

Below is the most completed player set expansion.

Problems with it: Female expanded set needs the white removed, needs to be properly aligned and polearm attack frames added. Female needs to have its side animations mirrored. Both need to have the magic casting frames fixed to where the arms are consistent (either up or down). The pole in the polearm attack needs to be removed. Both need shading consistent with the current player-set.

Others have also voiced what they don't like about it: The one and two handed attack frames might not have the feet positioned in a way that is desired, the magic casting frames themselves might not be ideal. There might be more criticisms beyond what I mention here.

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Image
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Re: Player-set 1.5

Post by MerlinX420 » 13 Aug 2010, 21:29

I think Modanung did quite alot of work on expanding the playerset unfortunately some of his best work got criticized to a dead state.
I really like his sword animation:

Image

Also while playing a fork i noticed they had an axe animation. I don't know what animation it was useing and haven't thru the server specific updates to find it yet. But I found the Axe animation worked well for the weapon. I will see what else I can dig up about this. I recommended that people who want to work on this look for all the relative posts and see what has been done or attempted in the past.
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Re: Player-set 1.5

Post by yourmistakes » 14 Aug 2010, 06:35

i have to ask, how will magic casting be handled if the player is moving when they cast?
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Re: Player-set 1.5

Post by Wombat » 14 Aug 2010, 07:27

yourmistakes wrote:i have to ask, how will magic casting be handled if the player is moving when they cast?
Can players attack when they are moving?
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Re: Player-set 1.5

Post by DarkWater » 14 Aug 2010, 16:06

Ok quick check. This is a rough hack, just looking of idea on the movement. Attack starts on the back of right leg with sword over the right side.
Untitled1.gif
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Re: Player-set 1.5

Post by Crush » 14 Aug 2010, 16:42

I think when you drop some of the middle frames the attack will look more intense and also save some work for equipment artists.
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Re: Player-set 1.5

Post by skipy » 14 Aug 2010, 22:49

the white was bugging me...heres a 1 min fix to get the ball rolling
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player_female_base2_1.png (23.26 KiB) Viewed 3794 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.


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Re: Player-set 1.5

Post by Crush » 14 Aug 2010, 22:54

Now the transparent edges are lost.
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Re: Player-set 1.5

Post by yourmistakes » 15 Aug 2010, 05:24

Wombat wrote:
yourmistakes wrote:i have to ask, how will magic casting be handled if the player is moving when they cast?
Can players attack when they are moving?
with the 4144 patch, players can cast while moving, but all players must stop for a split second to attack
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Re: Player-set 1.5

Post by Rotonen » 15 Aug 2010, 13:42

A good approach to animation is to do the start and finish positions first. Then when you are happy with those, you fill in the blanks only as much as absolutely necessary.

Are we going to have motion trailing for weapons on TMW-eA content or not? This affects quite some things in animation design.
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Re: Player-set 1.5

Post by Wombat » 15 Aug 2010, 15:33

yourmistakes wrote:
Wombat wrote:
yourmistakes wrote:i have to ask, how will magic casting be handled if the player is moving when they cast?
Can players attack when they are moving?
with the 4144 patch, players can cast while moving, but all players must stop for a split second to attack
O'rly? I'll amend my statement then. We won't create moving magic animation frames. It is a client hack that enables casting magic while moving rather than necessarily the intention of game development. This doesn't mean it is bad, especially if others wanted to create movement magic casting frames and figured out how to link magic casting movement xml. This won't be a priority for this player-set expansion.
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Re: Player-set 1.5

Post by DarkWater » 27 Aug 2010, 23:37

Two handed. Feedback please.
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Wombat
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Re: Player-set 1.5

Post by Wombat » 28 Aug 2010, 00:16

Please use a transparent background with your png images and make a gif animated image to show proof of movement. It is easier to see the flaws in the movement by making the gif, so others can make suggestions on which frame(s) may need correction. Non-transparent backgrounds help to highlight the image, but also makes it difficult for others to make corrective alterations. TMW also only accepts transparent backgrounds as a final copy.

Overall, it looks like a step forward.
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Re: Player-set 1.5

Post by DarkWater » 28 Aug 2010, 06:50

You give me http://forums.themanaworld.org/download ... hp?id=6344 and then come back with that?

Nice.
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Re: Player-set 1.5

Post by Wombat » 28 Aug 2010, 07:01

This was a compilation of stava's previous work, not my work. I did nothing but erase lines and words to make it easier for myself or other artists to take it on. I'm giving you suggestions on how to move forward. You requested feedback and I can't give you feedback without proof of animation or a transparency with your work so I can test it and see how it operates. Please make your next attempt with a transparent background.
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