[CPT] Modanung's monster ideas

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pateame

Re: [CPT] Modanung's monster ideas

Post by pateame » 16 Aug 2011, 02:46

Here's another "BUMP" post to share an updated version of current files,
it's like a backup before delete my old stuff and get new tasks from your suggestions:

Longjhon:
Image
[+] Spritesheet: http://dl.dropbox.com/u/12510339/tmw/monster-jhon.png
[+] XML file: http://dl.dropbox.com/u/12510339/tmw/monster-jhon.xml
[+] mob_db animation values: Speed:1000 / Adelay:1500 / Amotion:672 / Dmotion:480
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Packer:
Image
[+] Spritesheet: http://dl.dropbox.com/u/12510339/tmw/monster-packer.png
[+] XML file: http://dl.dropbox.com/u/12510339/tmw/monster-packer.xml
[+] mob_db animation values: Speed:410 / Adelay:640 / Amotion:572 / Dmotion:480
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Herbagressor:
ImageImage
[+] Spritesheet: http://dl.dropbox.com/u/12510339/tmw/mo ... ressor.png
[+] XML file: http://dl.dropbox.com/u/12510339/tmw/mo ... ressor.xml
[+] mob_db animation test: Speed:450 / Adelay:872 / Amotion:472 / Dmotion:480
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Lizandra
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Re: [CPT] Modanung's monster ideas

Post by Lizandra » 21 Oct 2011, 12:33

What is missing in here? Why is this not in game?
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Re: [CPT] Modanung's monster ideas

Post by Chicka-Maria » 21 Oct 2011, 15:15

Lizandra wrote:What is missing in here? Why is this not in game?
+1 these are great.
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Re: [CPT] Modanung's monster ideas

Post by Jenalya » 27 Oct 2011, 15:33

pateame wrote:Here's another "BUMP" post to share an updated version of current files,
it's like a backup before delete my old stuff and get new tasks from your suggestions
I just did some testing of the monsters.
Thanks to Ali-G for preparing the patches I attached - I'd be happy if some more people could have a look at how they look ingame.

The Longjhon looks very nice to me, in my opinion we could add it to the database if you think it is done.

With the Packer the walking to the side seems to be a bit irregular where one leg moves forward but then it's a bit back again. (hard to describe...) Also the movement speed might be too low compared to the movement speed of the legs - it looks as if it's hovering. I don't know if it'd be better to change the speed or the xml, just throwing in my thoughts here.

The Herbagressor looks fine to me. The only thing that came to my mind is that it looks as if it's freezed when standing, since it's using only one frame for it - maybe it'd look more alive if it'd use two different frames when standing?
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Alige
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Re: [CPT] Modanung's monster ideas

Post by Alige » 31 Oct 2011, 00:04

I tested these three monsters. They all look correct to me and fit TMW quite well. I'm really looking forward to see them in game asap.

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pateame

Re: [CPT] Modanung's monster ideas

Post by pateame » 02 Nov 2011, 14:59

Thanks for suggestions, I'm currently not working on these monsters, but I will try to make it better if possible. I also found some Tiggnaka concept progress on my old PC,
Here's a backup of sketch files:
ImageImage
- About attack sequences I still don't got any original idea.
After playing Primal Rage on SNES, I found some ideas on "Chaos" attack,
Image(but surely spritesheet will increase its size and scale, making it quite hard to finish all).

On my testings, there's some glitches with layers in closed areas when herbagressor's tail go behind other tiles like houses for example.
My goal was to develop a wide map as a savannah area to fill it with those modanung concepts, but sure you can find a nice spot where those big monsters can live too.
Last edited by pateame on 03 Nov 2011, 05:21, edited 1 time in total.
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Re: [CPT] Modanung's monster ideas

Post by natsuki3 » 02 Nov 2011, 17:01

ver good work men :D
Its blue like the sea.
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Re: [CPT] Modanung's monster ideas

Post by pateame » 29 Oct 2015, 15:34

@BUMP
Jenalya wrote:The Herbagressor looks fine to me. The only thing that came to my mind is that it looks as if it's freezed when standing, since it's using only one frame for it - maybe it'd look more alive if it'd use two different frames when standing?
Image
I added that standing animation and updated the spritesheet and XML again, just to try to ride on it soon :)
[+] Spritesheet + XML
https://dl.dropboxusercontent.com/u/364 ... ressor.png
https://dl.dropboxusercontent.com/u/364 ... ressor.xml
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Re: [CPT] Modanung's monster ideas

Post by EJlol » 30 Oct 2015, 11:30

The standing animation looks really weird :roll:
It's almost like someone is squeezing him out.

What I would expect for a standing animation:
  • tail moves sideways, this makes sure its easy to see in the north/south view, and because of the perspective it should also be visible in the west/east view
  • No movement of the back. When you breath only your lungs gets filled with air
  • Head movement
Also in the west/east view shouldn't the legs in back be placed lower? I think the shoulder/hip should not be visible while the legs itself should.
pateame

Re: [CPT] Modanung's monster ideas

Post by pateame » 01 Nov 2015, 21:25

Animation preview and files updated. I'm not sure if it's fixed at all because after all these years of leave these graphics alone now I feel most of these need an urgent redraw. It's embarassing to see how ugly were my work in the past, my self-critic is killing me. :lol:
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Re: [CPT] Modanung's monster ideas

Post by Lizandra » 02 Feb 2016, 09:01

pateame wrote:It's embarassing to see how ugly were my work in the past, my self-critic is killing me. :lol:
Don't be so hard on yourself. It already looked pretty amazing to begin with. I am glad you're back.
"Genetics is the main difference between you and a shrimp" by A.

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Re: [CPT] Modanung's monster ideas

Post by soseki » 02 Feb 2016, 12:22

Lizandra wrote:
pateame wrote:It's embarassing to see how ugly were my work in the past, my self-critic is killing me. :lol:
Don't be so hard on yourself. It already looked pretty amazing to begin with. I am glad you're back.
I don't think he's around anymore :lol:
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