Page 1 of 1
[CPT] Spit23's Mana Dragon
Posted: 04 Nov 2015, 06:11
by pateame
Basically I got a testing version of spritesheet + XML as always:
[+] Preview (stand+attack)
[+] Spritesheet + XML
https://dl.dropboxusercontent.com/u/364 ... dragon.png
https://dl.dropboxusercontent.com/u/364 ... dragon.xml
I think everybody have seen that creature in the graveyard statues and thinked about a gargoyle, but it's a "mana dragon"

. Looking in the old post there's a
post about a Mana dragon by spit23. Most of the images from the original post are broken links now but the original reference is still on photobucket:

I used the original color pallete even being "ugly" just like a tribute to the spit23's work, but surely you will ask about make it dyeable soon. Also It'll need some kind of particle effect attack like fireballs because currently it just open the mouth, also a big shadow below for FX. Any suggestion for a new pallete, fixes or whatever be needed is appreciated.
Have fun !

Re: [CPT] Spit23's Mana Dragon
Posted: 10 Nov 2015, 10:46
by Cassy
No feedback so far?
Personally I'd want it to have a bit darker colors but it looks really good

Re: [CPT] Spit23's Mana Dragon
Posted: 13 Nov 2015, 00:57
by pateame
I did update the XML and spritesheet in the first post, its now dyeable using 5 channels (R,Y,B,W,G). As pallete experiments for this monster, I did two examples as a first try:

The following codes should produce the same:
Code: Select all
+ 1) Purple Pallete:
R:#2b1c55,462d89,6748c1,7659c7,7c61ca,8065cc,927bd2;
Y:#5f3f00,7f6000,a08f00,d0bf3f,f0d0c0;
B:#9b3ea9,ad4abb,a844b7,ae4dbc;
W:#5c3bb3,6241bf,7254c6,7e63cb;
G:#871010,8b1010,931212,9b1212
+ 2) Green Pallete:
R:#205839,60a65d,80dba9,92F9C0,ffffff;
Y:#5f3f00,7f6000,a08f00,d0bf3f,f0d0c0;
B:#256f6f,2d8888,339999,37a5a5;
W:#488b5f,529555,54a36f,62ad7c;
G:#9e6329,a26529,a8692b,ad6c2c
+ 3) Dyeable monster look
@@EDIT:
Also I did a big shadow below as an monster accessory to make it look like flying, and used the fireball particle attack made for the
neoriceisgood fatlizard monster:
[+] Particle attack
https://dl.dropboxusercontent.com/u/364 ... reball.xml
https://dl.dropboxusercontent.com/u/364 ... reball.png
[+] Shadow accessories:
https://dl.dropboxusercontent.com/u/364 ... shadow.png
https://dl.dropboxusercontent.com/u/364 ... shadow.xml
[+] Preview:

The final xml using dyeable colors, accessory and particle attack looks like this for the purple dragon for example:
Code: Select all
<?xml version="1.0"?>
<monsters offset="0">
<monster id="XXXX" name="Mana Dragon">
<sprite>monsters/accessories/manadragon-shadow.xml</sprite>
<sprite>monsters/mana-dragon.xml|#2b1c55,462d89,6748c1,7659c7,7c61ca,8065cc,927bd2;
#5f3f00,7f6000,a08f00,d0bf3f,f0d0c0;#9b3ea9,ad4abb,a844b7,ae4dbc;
#5c3bb3,6241bf,7254c6,7e63cb;#871010,8b1010,931212,9b1212</sprite>
<attack id="1" missile-particle="graphics/particles/monster-manadragon-fireball.xml" action="attack"/>
</monster>
</monsters>
Re: [CPT] Spit23's Mana Dragon
Posted: 13 Nov 2015, 01:02
by gumi
love it
Re: [CPT] Spit23's Mana Dragon
Posted: 13 Nov 2015, 15:03
by monwarez
It's really nice, I'm just wondering if it's technically possible to have in the right hand an idle position/walk at the ground (so the shadow will be much more smaller) when the dragon are not fighting , and on the other hand flying when it fight.
Re: [CPT] Spit23's Mana Dragon
Posted: 14 Nov 2015, 01:36
by pateame
monwarez wrote:I'm just wondering if it's technically possible to have in the right hand an idle position/walk at the ground (so the shadow will be much more smaller) when the dragon are not fighting , and on the other hand flying when it fight.
The monsters currently have 4 possible actions to do (stand, walk, attack, death) and each action can only use one animation for each sequence. So we can't use two different animations for the walking actions (on land and sky events)... but we can use long stand animation to make the monster stay in the floor until walk or attack, something like this:
What I don't know is if that workaround can cause problems with the attack sequence because it uses the stand frames in the animation cycle, so it may looks like a crazy "landing and flying" animation. (need to test it to be sure)
Could be interesting to have monster behaviors/actions like escape, sleep, stick on, take off/landing, etc. But surely it will need a lot of work to add these features to TMWa.
Re: [CPT] Spit23's Mana Dragon
Posted: 14 Nov 2015, 12:48
by 4144
You forgot also spawn animation
Re: [CPT] Spit23's Mana Dragon
Posted: 14 Nov 2015, 16:12
by pateame
4144 wrote:You forgot also spawn animation
I didn't know that exist, thanks for information.
To test the spawn action, I updated the spritesheet and XML files to show the previous floor animation when the monster is spawned, it looks like this now:

Re: [CPT] Spit23's Mana Dragon
Posted: 14 Nov 2015, 17:22
by monwarez
I think it would be nice to have more animation in TMWa , but optional animation in the beginning (no need to change actual monster animation).
Re: [CPT] Spit23's Mana Dragon
Posted: 14 Nov 2015, 20:00
by 4144
pateame wrote:4144 wrote:You forgot also spawn animation
I didn't know that exist, thanks for information.
To test the spawn action, I updated the spritesheet and XML files to show the previous floor animation when the monster is spawned, it looks like this now:

I not remember is tmwa still support spawn animation, but you can try add action with name "spawn"
Re: [CPT] Spit23's Mana Dragon
Posted: 16 Nov 2015, 02:09
by wushin
Looks really good. I really wish someone could come up with a good dragon quest line.