[REQ] Wolf Monster

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pateame

Re: [REQ] Wolf Monster

Post by pateame » 04 Jun 2011, 01:56

Before start again with attack sequences and add your suggestions, I tryed to finish walking sequences. Here's how it looks now with back view and minor details added:
Image
About transform this wolf shape into a fantasy-look monster, my imagination is quite short since I remember 'pokemon/digimon' creatures. (Long ears, long fangs, multiple tails, claws, spikes, wings...) I think everything is possible, but I need a clear concept idea of this REQ before start with mutations. Meanwhile, I will try to draw an idle/stand animation as a howling or just a random tail movement.
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enchilado
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Re: [REQ] Wolf Monster

Post by enchilado » 04 Jun 2011, 02:13

That looks really good. The front legs in the north-facing animation and the back legs in the south-facing one don't seem to be moving, however. Although you can't see the legs themselves, you should be able to see movement in the wolf's muscles.

What about giving it small antlers? Then it could drop Antler Hats at 0.01%.
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Re: [REQ] Wolf Monster

Post by Wombat » 04 Jun 2011, 05:33

Could anything like antlers be added as an accessory rather than directly on the sprite? That would be helpful for expanding the use of this monster.
Current character is "Abolish".
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Crush
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Re: [REQ] Wolf Monster

Post by Crush » 04 Jun 2011, 11:19

Antlers on a wolf??
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Re: [REQ] Wolf Monster

Post by Ginaria » 04 Jun 2011, 12:28

Wombat wrote:Could anything like antlers be added as an accessory rather than directly on the sprite? That would be helpful for expanding the use of this monster.
Sounds like a dialog of Bill Murray in movie Scrooged about to staple a mouse with antlers:

Sorry, I got a problem.
- I bet. What? - This little fella.
I can't get the antlers glued onto this little guy.
- Try staples. - Staples?!
Don't you dare! If you staple that mouse, I'll call the Humane Society.




Crush wrote:Antlers on a wolf??

Wait until you see a genetic improved wolf with antenna :D
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Re: [REQ] Wolf Monster

Post by Alige » 04 Jun 2011, 14:03

Sorry to be annoying but the shading isn't good on the 3rd animation.

EDIT: the ears of the 1st and 3rd animations are weird...
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Crush
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Re: [REQ] Wolf Monster

Post by Crush » 04 Jun 2011, 15:11

The whole shading needs to be redone. The back of the wolf needs to be bright, currently it is darker than the center. But it's easier to do that after finishing the animation.
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pateame

Re: [REQ] Wolf Monster

Post by pateame » 06 Jun 2011, 21:16

Some updates on this concept:
[+] Idle/stand animation sketch:
Image
[+] Walking animation sketch:
Image
- Fixes: Minor details (ears, outlines, some shading) and color pallete reduced for future dyable purposes.
Still need to fix the muscles movement on front and back view and fix tail movement on front view...
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Re: [REQ] Wolf Monster

Post by Alige » 06 Jun 2011, 21:42

That is just awesome work.
Just for you to know, which I personally think is better for you but you can do as you want, try to focus on one mob at a time. Post your work and wait for comments, in the mean time work on another mob.

Again, great work!

Best regards,
Ali-G
Image
pateame

Re: [REQ] Wolf Monster

Post by pateame » 07 Jun 2011, 20:33

Here's the current progress with attack sequences:
[+] Sketch:
Image
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enchilado
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Re: [REQ] Wolf Monster

Post by enchilado » 07 Jun 2011, 22:56

It looks almost like its back feet are nailed in place. I think it should... sort of stagger forwards a little on its hind legs as it attacks before moving back to its original position.

Its tail looks a bit stiff, too; I think it should flick more as it lunges.
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Re: [REQ] Wolf Monster

Post by Frost » 07 Jun 2011, 23:17

Pateame, your wolf is amazing!
It's already at least as well drawn as many of the graphics in the game. One can always dither with pixels, but it really looks good now too.
Of course, if you were to add some antlers and maybe some welly boots, it would be just perfect. :lol:
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pateame

Re: [REQ] Wolf Monster

Post by pateame » 15 Jun 2011, 22:43

My old CRT monitor is having trouble displaying colors correctly, so I will try to avoid doing .GIFs and gather current progress in a .PNG spritesheet.
Here's a quick start to can continue testing animation bugs and needing delay values:

Spritesheet 92x64: (Just a usable sketch of current sprites, not finished yet)
Image
XML file for testing:
monster-wolf.xml
!*@%+!, I need help understanding how mob_db.txt values can affect frames speed.
Animation ingame still doesn't look as examples proposed on .GIF previews. After some testing I used following values if someone want to fix them while testing:

Code: Select all

XXXX,	Wolf,		Wolf,		110,	8000,	0,	0,	800,	2,	275,	355,	20,	15,	30,	15,	30,	3,	60,	40,	1,	1,	1,	0,	29,	131,	380,	1000,	1000,	1150,	631,	1000,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,	0,	0,	,	,	,	,	,	,	0,		0
About accesories on monster, I prefer to skip that part and finish all needing frames first, but If someone want to add "X" mutation,
just open spritesheet on GIMP and draw your accesory over a new layer, I hope after draw 65 frames you also want to kill some wolves as I want now.
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Re: [REQ] Wolf Monster

Post by nmaligec » 16 Jun 2011, 05:36

pateame wrote:M!*@%+!, I need help understanding how mob_db.txt values can affect frames speed.
Animation ingame still doesn't look as examples proposed on .GIF previews.
Ya that is exactly how I feel! I noticed that speed not only affects the move speed but also the frame rates for ALL mob actions!! I wish I knew the exact calculations used by the client to determine frame rates. This value seems to have the most overall impact on sprite animations. It would also be nice to know what else this value affects server side, such as if it has any effect on mob attack speeds.

I don't know much about Adelay, Amotion, and Dmotion. Usually I just play around with the numbers until it looks ok in game. Unfortunately this takes way too long and doesn't work well and becomes a mess when you need to add new frames to the attack, or want to play around with the existing delays in the xml. I would really like to see some good documentation with an exact calculation as to how these affect the visual (need info for this from client devs) as well as the actual damage rates (need server dev inputs).

If you or anyone else is interested in figuring this out please let me know. This has been bugging me for quite a while now.
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Re: [REQ] Wolf Monster

Post by Alige » 16 Jun 2011, 05:45

Image
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