Male Player Sprite Set (Quick Fix)

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Hoomda
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Male Player Sprite Set (Quick Fix)

Post by Hoomda » 27 Jun 2006, 08:19

Hi all,

I noticed when a melee player is bashing with his back toward you (ie: hitting a creature above him) the transparency is screwy around his head, elbows and knees in a few frames. This is really obvious on a dark background (like in the caves or the mines). I fixed the offending pixels and below is a link to a ZIP file of the repaired PNG file.

For those needing instruction: Simply unzip the file into c:\program files\the mana world\data\graphics\sprites, replacing the old file with the new one (assuming you installed the game to the default folder, and if you didn't, you probably don't need instruction anyway).

The link for the fixed sprite sheet is:

http://vuulf.com/player_male_base.zip
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Post by Modanung » 27 Jun 2006, 12:27

Sorry, but that wasn't neccesairy. I noticed it a while ago and fixed it with the original sprites, they have opacity 'n all. I guess I didn't submit it before 0.0.19.

Thanks for contributing anyway. :)
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Post by Modanung » 27 Jun 2006, 13:35

Ok, I committed my fix to the SVN version... the error was still present there. So next release this issue will be no more. :)
And it is no more in the SVN version ofcourse.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Post by Hoomda » 29 Jun 2006, 07:51

Cool :) I simply deleted the pixels rather than setting the opacity, as I said cheap quick fix ;) I will leave the file there for people who want to stick with the download version of the game and will delete it after the next official release.
Macroing: Gaming term used to define people trying to overcompensate for being gimp in real life.
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Post by Modanung » 30 Jun 2006, 08:49

I could also put a link here to the new file... but not before I get home, which is sunday.
If any other developer with SVN access reads this before monday they could do it as well.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Crush
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Post by Crush » 30 Jun 2006, 13:26

  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
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Post by BadMrBox » 30 Jun 2006, 23:41

You know -- when you are attacking an enemy to the right of you -you are righthanded, when the enemy is to your left, you are swinging with your left hand.
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Post by Tarm » 01 Jul 2006, 02:19

badmrbox wrote:You know -- when you are attacking an enemy to the right of you -you are righthanded, when the enemy is to your left, you are swinging with your left hand.


Give us ambidexterity.A quick and easy fix. ;)
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But a friendly one" - Spiritual Beggars.
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Post by Crush » 01 Jul 2006, 02:33

Modanung decided to mirror the left and right animation phases to save time. it was the right decision in my opinion because every additional phase means more work when creating the clothes which also have to be made for every single animation phase.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
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Post by Bjørn » 01 Jul 2006, 22:53

Ah, that also means that the drawing order of clothing is a bit different. Then there will simply be weapon hand and shield hand, with shield hand drawn behind the character and weapon hand in front. Facing down and up remain special cases.
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Post by BadMrBox » 02 Jul 2006, 00:48

Timesaving :). And besides that, people usually tend to want to see as much of the weapon as possible 8).
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