6.8's Art Dump

All development of pixel art and graphics
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Crush
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Post by Crush » 14 Jun 2007, 17:27

.enigmatik wrote:And what should be improved on the tree?
Mainly the texture. I would suggest you to approach the texture with the technique from the trees in the woodland tileset. Then you should try to use no black lines in the face detail but use shading instead. I think I already showed how to do that in post #5 in this thread.
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Post by Amethyst » 15 Jun 2007, 17:11

I took rotonen's advice and looked for a pixel art tutorial. Apparently there is more than one more form of shading. I know, I was scared to when I learned of this. O_O lol. Anyways, here is the new one.

Image

Anything I should change on this one?

Should I do that thing done to the stone head in one of the previous posts?
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Post by Crush » 15 Jun 2007, 17:48

.enigmatik wrote:Anything I should change on this one?
Shaded lines. Want me to show it to you?
Should I do that thing done to the stone head in one of the previous posts?
What of the many things i did with the stonehead?
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Post by Amethyst » 15 Jun 2007, 18:15

Crush wrote:
.enigmatik wrote:Anything I should change on this one?
Shaded lines. Want me to show it to you?
Yeah.
Should I do that thing done to the stone head in one of the previous posts?
What of the many things i did with the stonehead?
The rough texture.
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Crush
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Post by Crush » 15 Jun 2007, 18:32

Here:
Image
Note that i colored edges that face away from the light source darker than the surrounding and edges that face toward the lightsource brighter than the surrounding.

About the texture: Dithering like I did at the stone head would be applicable for stone but not for tree bark. But you can also use it for bark when you modify the technique a bit. Don't use single pixels but vertical lines of 2 or 3 pixels instead. Again I suggest you to study the trees of the woodland tileset. I've used this technique there.
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Post by Amethyst » 15 Jun 2007, 19:25

Thanks for showing me that.

Here is the log monster with the lines:

Image
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Post by Crush » 15 Jun 2007, 19:56

Yes, that's it. Looks a lot better now. I think it is ready to animate.
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Post by Amethyst » 16 Jun 2007, 01:19

CurtisMJun
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Post by CurtisMJun » 16 Jun 2007, 03:01

It looks really good! Can we make this a very strong monster not just another 500 hp fluffy :wink: . Maybe adjust the size ingame to make it like equal size to the trunks of the trees now or bigger so they seem like giants to the characters...just an idea to mix it up a little.
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Post by Amethyst » 16 Jun 2007, 13:03

CurtisMJun wrote:It looks really good! Can we make this a very strong monster not just another 500 hp fluffy :wink: . Maybe adjust the size ingame to make it like equal size to the trunks of the trees now or bigger so they seem like giants to the characters...just an idea to mix it up a little.
There could be 2 variant, a big one and a small one. The big one might take a while since this one isn't finished.
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Post by Platyna » 17 Jun 2007, 01:12

Make it little darker, more brown...the colour is weird now.

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Post by Crush » 17 Jun 2007, 15:05

I made some corrections at the alignment of the phases:
Image
Am I seeing it correctly that the phases 3 and 4 of the walking animations are just copies of the phases 1 and 2 and the 4 dead frames are copies? In that case you can just leave them out as the new animation system can use animations of any length and allows to use the same frame for different animations:
Image
In this image I made the phases of the walk cycle "wobble" a bit by deliberately aligning some phases a pixel off. This makes the walking cycle look less static.

I made a custom pack that replaces the scorpion graphics with the logmonster for those of you who want to try it ingame:
http://www.crushnet.org/TempFiles/tmw/s ... onster.zip
Just copy it to *your_user_directory*/.tmw/customdata to try it out.
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