[WIP] Dragon Raid Boss

All development of pixel art and graphics
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Bankai777
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Re: [WIP] Dragon Raid Boss

Post by Bankai777 » 09 Oct 2008, 02:10

how about 30m 24h doesnt sound very uh.......... convinient
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zipon
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Re: [WIP] Dragon Raid Boss

Post by zipon » 09 Oct 2008, 15:11

Solo wrote:Wow dude, awesome work. Took me all day to work on mine and it looks so crappy compared to yours, i'm acutally embarrased, lol.

My question to that would be about respawning... Don't all monsters respawn somewhere else in the same map? So after "slaying" this one, another one would appear right afterwards. Or can there be a delay of, say, 24hrs to the next respawn, so everyone can get a crack at it, after lvlng up for the challenge? But i guess that's to be worked on after the project if finished, of course. Maybe some day i can be that good at pixelation. :D
Why dont we do like WOW and reserve a map for the party so that there can be more then one party at a dungeon at the same time and that will also force the player to join a party, after killing the last boss in the dungeon all the members of that party have to wait an XX hrs to enter the dungeon again.

We will have to make a system that support that way of doing it, but ill say its worth it just look at WOW one of the best thing in the game.
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Crush
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Re: [WIP] Dragon Raid Boss

Post by Crush » 09 Oct 2008, 15:32

Instancing is against the MMO spirit, in my opinion. The idea of playing massive multiplayer online games is that you share a game world with the maximum number of people. When you want to hunt monsters alone in your own private dungeon with only a few selected friends you could just play a normal multiplayer game.

By the way: World of Warcraft didn't invent instancing. I've already seen it in Anarchy Online (even with randomly generated maps) in 2001.
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zipon
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Re: [WIP] Dragon Raid Boss

Post by zipon » 09 Oct 2008, 16:19

Crush wrote:Instancing is against the MMO spirit, in my opinion. The idea of playing massive multiplayer online games is that you share a game world with the maximum number of people. When you want to hunt monsters alone in your own private dungeon with only a few selected friends you could just play a normal multiplayer game.

By the way: World of Warcraft didn't invent instancing. I've already seen it in Anarchy Online (even with randomly generated maps) in 2001.

Hmm ill see your point and i have to agree whet you on that one, but still i think we have to find a way so the boss isnt going to be huntet by a party of high level so there are no room for the other players.
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Rotonen
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Re: [WIP] Dragon Raid Boss

Post by Rotonen » 10 Oct 2008, 01:55

This thread is about pixellating the dragon.

Please discuss the gameplay related topics in the appropriate section. A lot of GFX threads derail because of those.

Just request a topic split from a moderator when you feel the need.
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karnonas
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Re: [WIP] Dragon Raid Boss

Post by karnonas » 11 Oct 2008, 13:23

Ye so there is an updated version of the dragon at the beginning of this post. Let me know what you think. Still needs some work.
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Len
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Re: [WIP] Dragon Raid Boss

Post by Len » 11 Oct 2008, 14:36

http://www.famitsu.com/anime/news/2007/ ... 11.jpg.jpg

Great! :wink: now, Can you make something that isn't copyrighted? (and especially not by Microsoft and Associates!)
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karnonas
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Re: [WIP] Dragon Raid Boss

Post by karnonas » 11 Oct 2008, 18:03

I based the head of the art off that guy, , ...so change the head then.... does it took too closely related? I tried to make it as difffernent as possible by only usuing a few characteristics. I can clompletely changed the head. I just tlike the style. Ill get started on a new head.
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Len
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Re: [WIP] Dragon Raid Boss

Post by Len » 12 Oct 2008, 03:24

karnonas wrote:I based the head of the art off that guy, , ...so change the head then.... does it took too closely related? I tried to make it as difffernent as possible by only usuing a few characteristics. I can clompletely changed the head. I just tlike the style. Ill get started on a new head.
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Image :roll:

Its almost the same picture my friend.....
>The place where the neck is different is where you moved the head up
>You also just moved the hand down
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Rotonen
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Re: [WIP] Dragon Raid Boss

Post by Rotonen » 12 Oct 2008, 14:17

Now I know what's so hard about animating it.
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Re: [WIP] Dragon Raid Boss

Post by karnonas » 12 Oct 2008, 22:58

kk, ill start from scratch, not a problem.
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Len
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Re: [WIP] Dragon Raid Boss

Post by Len » 12 Oct 2008, 23:06

Try and animate your monsters before you pixel them in

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(here is a bad example)
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Rotonen
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Re: [WIP] Dragon Raid Boss

Post by Rotonen » 13 Oct 2008, 02:47

Yes, the technique of drawing through / on the concept is quite solid. It just requires the full conceptual work to be done.
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