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[FND] Mob & some ideas

Posted: 05 Jan 2015, 23:09
by Mr.SlothFromSpace
Hey guys,

So as some of you already now i used to make some arts for the Brazillian server (now offline) and maybe you can use them here.

This is a mob I made
Spoiler:
Image
.xml
Spoiler:

Code: Select all

<?xml version="1.0"?>
<sprite>

	<imageset name="base" src="graphics/sprites/monsters/batholder.png|W;R" width="108" height="100" />

	<action name="stand" imageset="base">
		<animation direction="down">
			<sequence start="0" end="4" delay="50" offsetY ="0" />
		</animation>
		<animation direction="left">
			<sequence start="10" end="14" delay="50" offsetY ="0" />
		</animation>
		<animation direction="up">
			<sequence start="20" end="24" delay="50" offsetY ="0" />
		</animation>
		<animation direction="right">
			<sequence start="30" end="34" delay="50" offsetY ="0" />
		</animation>
	</action>

	<action name="attack" imageset="base">
		<animation direction="down">
			<sequence start="5" end="8" delay="50" offsetY ="0" />
			<end />
		</animation>
		<animation direction="left">
			<sequence start="15" end="18" delay="50" offsetY ="0" />
			<end />
		</animation>
		<animation direction="up">
			<sequence start="25" end="28" delay="50" offsetY ="0" />
			<end />
		</animation>
		<animation direction="right">
			<sequence start="35" end="38" delay="50" offsetY ="0" />
			<end />
		</animation>
	</action>

	<action name="dead" imageset="base">
		<animation>
			<frame index="9" offsetY ="0" delay="2500" />
		</animation>
	</action>

</sprite>
He's named BatHolder but if any of you have better name i'm willing to change it.

Something i would like to see in game is a custumized weapon system. Is it possible to have a working system like the Ring and Gems but with weapons? Like a Setzer ornamented with some rubies to get that +1 stg stat. Of couse we have to put some gem breaking percentage, just to keep it interesting.

And finaly, we are missing a Bow, the gap between the Forest Bow and the Banshee is to big... Maybe we can nerf the Forest to only 50 dmg and make a new quest for this one:
Image
new bow with 80 dmg

I hope you guys like it. Critics are well received =D

~Sorry for any grammatical or syntactic error~

Re: [FND] Mob & some ideas

Posted: 05 Jan 2015, 23:18
by 4144
Dead animation infinite playing. Now client autofixing it, but still bad.
In last frame in dead animation must be no delays.
I saw same error in other art in brasilian server.

Re: [FND] Mob & some ideas

Posted: 05 Jan 2015, 23:32
by Cassy
I'm a little busy right now so just leaving a note that with the Witch Cult Quest the Fairy Bow will be released which fills the whole between Forest Bow and Banshee Bow.
I would take the new bow into consideration when we balance the weapons.
Oh, and I like it! :D

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 13:54
by Cassy
About the Batholder:

1.) Corrected xml file:
Spoiler:

Code: Select all

<?xml version="1.0"?>
<sprite>
   <imageset name="base" src="graphics/sprites/monsters/batholder.png" width="108" height="100" />
   <action name="stand" imageset="base">
      <animation direction="down">
         <sequence start="0" end="4" delay="50" offsetY="0"/>
      </animation>
      <animation direction="left">
         <sequence start="10" end="14" delay="50" offsetY="0"/>
      </animation>
      <animation direction="up">
         <sequence start="20" end="24" delay="50" offsetY="0"/>
      </animation>
      <animation direction="right">
         <sequence start="30" end="34" delay="50" offsetY="0"/>
      </animation>
   </action>
   <action name="attack" imageset="base">
      <animation direction="down">
         <sequence start="5" end="8" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="left">
         <sequence start="15" end="18" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="up">
         <sequence start="25" end="28" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="right">
         <sequence start="35" end="38" delay="50" offsetY="0"/>
         <end/>
      </animation>
   </action>
   <action name="dead" imageset="base">
      <animation>
         <frame index="9" offsetY="0"/>
      </animation>
   </action>
</sprite>
2.) License
TMW standard is GPLv2 & CC-BY-SA 3.0, this art is licensed under GPLv3.
Mr.SlothFromSpace already told me that he would agree with TMW's standard.
However, the second author is inactive...
How can this be handled?

3.) How it looks in game:
snapshot5.png
snapshot5.png (339.83 KiB) Viewed 10360 times
It does look good for sure, I'm just not sure if the style fits TMW.
It's pretty much 3D.
Feel free to discuss :D

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 13:59
by Mr.SlothFromSpace
Hey once again,


@Cassy
Oh nice to see, i rly enjoy the Witch Cult so for. We need more dungeon like maps with final bosses (like the crypt with the General Krukan)

Regarding the Weapon and gems system thisis what i was talking about:
Image+ Image= Image

each gem would have is own glow.

And also we can use the Setzer sprite (Not my work)
Spoiler:
Image
And regarding the Batholder being GPLv3 i agree with the TMW's standard to use the licenses GPLv2 & CC-BY-SA 3.0, please list me as Mr.SlothFromSpace & FeuzZ as the authors.

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 14:56
by EJlol
Cassy wrote:About the Batholder:

1.) Corrected xml file:
Spoiler:

Code: Select all

<?xml version="1.0"?>
<sprite>
   <imageset name="base" src="graphics/sprites/monsters/batholder.png" width="108" height="100" />
   <action name="stand" imageset="base">
      <animation direction="down">
         <sequence start="0" end="4" delay="50" offsetY="0"/>
      </animation>
      <animation direction="left">
         <sequence start="10" end="14" delay="50" offsetY="0"/>
      </animation>
      <animation direction="up">
         <sequence start="20" end="24" delay="50" offsetY="0"/>
      </animation>
      <animation direction="right">
         <sequence start="30" end="34" delay="50" offsetY="0"/>
      </animation>
   </action>
   <action name="attack" imageset="base">
      <animation direction="down">
         <sequence start="5" end="8" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="left">
         <sequence start="15" end="18" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="up">
         <sequence start="25" end="28" delay="50" offsetY="0"/>
         <end/>
      </animation>
      <animation direction="right">
         <sequence start="35" end="38" delay="50" offsetY="0"/>
         <end/>
      </animation>
   </action>
   <action name="dead" imageset="base">
      <animation>
         <frame index="9" offsetY="0"/>
      </animation>
   </action>
</sprite>
2.) License
TMW standard is GPLv2 & CC-BY-SA 3.0, this art is licensed under GPLv3.
Mr.SlothFromSpace already told me that he would agree with TMW's standard.
However, the second author is inactive...
How can this be handled?

3.) How it looks in game:
Spoiler:
snapshot5.png
It does look good for sure, I'm just not sure if the style fits TMW.
It's pretty much 3D.
Feel free to discuss :D
It's missing texture. To improve the bat read http://opengameart.org/content/chapter- ... -dithering
Also the shadow needs some work to fit with the other sprites.

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 16:32
by Cassy
EJlol wrote:It's missing texture. To improve the bat read http://opengameart.org/content/chapter- ... -dithering
Also the shadow needs some work to fit with the other sprites.
@Mr.SlothFromSpace: Will you check that?
Thanks EJlol ;)

Edit: Also love the Setzer sprite.
Again we need to know Author + license :?

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 20:21
by wushin
Well you could also make the drop shadow re-colorable via the dye system. It could be easily attached to any of the weapons to some extent as well.

Re: [FND] Mob & some ideas

Posted: 06 Jan 2015, 22:43
by Mr.SlothFromSpace
I based the texture of he Batholder in the one already in game.
As you can see the current bat dosen't have much texture either.
Image

Can I use the example of the wolf for a fur texture?
Image

@Cassy I stopped working with pixel almost 3 years ago, I may be a little rusty but i'll give it a try :D

Edit.
I gave it a try and used the texture of the wolf as reference...
Image
I end up with a rock with wings lol where did i messed up?

Re: [FND] Mob & some ideas

Posted: 07 Jan 2015, 08:53
by Crush
Mr.SlothFromSpace wrote:I gave it a try and used the texture of the wolf as reference...
Image
I end up with a rock with wings lol where did i messed up?
Give it a more polygonal shape and you have an interesting new moster ;) (albeit a completely unrelated one).

Re: [FND] Mob & some ideas

Posted: 07 Jan 2015, 17:36
by wushin
I had a near similiar creation (granted we can't use the name beholder cause Wizards of the Coast suck)

But the body could be more like this.

Re: [FND] Mob & some ideas

Posted: 08 Jan 2015, 00:28
by Mr.SlothFromSpace
@Wushin
The Br server had a monster similar to that one, but i don't have acess to the forums.

I'll use the fur of the Yeti as a stat up base for the texture, wish me luck :D

And now some of the work i was able to retrive from the br arquives.

An indigenous shield sprite made by Ryanzinho:
Spoiler:
Image
Tomawawk sprite made by Ryanzinho:
Spoiler:
Image
ยด

A mob made by Catchup:
Spoiler:
Image
Double daggers made by Catchup:
Spoiler:
Image
I hope you guys like it

Re: [FND] Mob & some ideas

Posted: 08 Jan 2015, 01:08
by o11c
Beholder is copyrighted, we can't use anything derived from it.

Re: [FND] Mob & some ideas

Posted: 08 Jan 2015, 01:10
by wushin
no we can't use the name, the monster exists in mythology under various other names. Beholder is soley the name of the one D&D picked.

For reference checkout "Big Trouble in Little China".

Re: [FND] Mob & some ideas

Posted: 08 Jan 2015, 01:56
by Reid
Mr.SlothFromSpace wrote:I based the texture of he Batholder in the one already in game.
As you can see the current bat dosen't have much texture either.
Image
Texture != Dithering,
This bat use its palette and light reflection to create texture, in short it's a good thing to do when your sprite is small.
Mr.SlothFromSpace wrote:Can I use the example of the wolf for a fur texture?
Image
That fits TMW's style, but the fur texture is a fur texture, not a ball texture.
Mr.SlothFromSpace wrote:I gave it a try and used the texture of the wolf as reference...
Image
I end up with a rock with wings lol where did i messed up?
You copied the fur texture and applied a light effect to it, that's maybe a way to do it in 3D but here you can't do it that easily.
The best way would be to do a texture by hand, a less sharp one.
Try to reduce the contrast in some area to reduce the rock effect, try to do these change by hand, using many tools is a bad habit for pixel art starters.
(Also, like Crush pointed out, don't use a too circular shape, the more form your monster will have, the most interesting it will be.)

A link for you if you want to progress: http://opengameart.org/content/chapter- ... -dithering