[WIP] The Trozz

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Rotonen
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Re: [WIP] The Trozz

Post by Rotonen » 06 Oct 2009, 19:47

You could try to use the neck joint of the creature to give momentum for the outwards lunging tongue attack.
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Re: [WIP] The Trozz

Post by hkurn » 07 Oct 2009, 18:57

I thought the attack is spitting poison ... ;)
but still I don't quite understand what you mean to use the neck to give momentum?

do you mean it should be a whole body attack like here?
http://www.youtube.com/watch?v=LicgRSM7 ... re=related
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Re: [WIP] The Trozz

Post by Crush » 07 Oct 2009, 19:21

TMWServ allows monsters to have more than one attack with different animations. Having both a bite and a poison-spit animation would be a big plus.
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Re: [WIP] The Trozz

Post by hkurn » 10 Oct 2009, 03:44

maybe like this?
trozz-bite-back1.gif
trozz-bite-back1.gif (3.07 KiB) Viewed 3304 times
trozz-bite-back2.gif
trozz-bite-back2.gif (3.05 KiB) Viewed 3302 times
trozz-bite-back3.gif
trozz-bite-back3.gif (5.01 KiB) Viewed 3303 times
2 and 3 are the same except for the blurred frame, 1 is essentially the frames in different order
do you have other suggestions?
(it think it might be cool if the attacked player would be get an impulse due to the attack, i.e. pushed back (up on screen) one or two pixels at a certain frame of the attack.. ;) then maybe the first anim would work best, otherwise I like anim 2 best)
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Rotonen
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Re: [WIP] The Trozz

Post by Rotonen » 10 Oct 2009, 11:44

In general I like the effect the blurred frame is generating.
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Re: [WIP] The Trozz

Post by hkurn » 11 Oct 2009, 14:24

left bite attack
trozz-bite-left2-mockup.gif
trozz-bite-left2-mockup.gif (6.66 KiB) Viewed 3208 times
with some blurring added to the first bite frame:
trozz-bite-left2-mockup2.gif
trozz-bite-left2-mockup2.gif (7 KiB) Viewed 3205 times
is it possible to draw the lower jaw underneath the character? would create a nice effect i think. would it have to be another frame?

EDIT: front bite attack
trozz-bite-front2.gif
trozz-bite-front2.gif (2.54 KiB) Viewed 3175 times
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Re: [WIP] The Trozz

Post by Jaxad0127 » 12 Oct 2009, 04:27

hkurn wrote:is it possible to draw the lower jaw underneath the character? would create a nice effect i think. would it have to be another frame?
It is not possible to have one part of it be in front of the character and another part be behind the character.
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Bertram
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Re: [WIP] The Trozz

Post by Bertram » 13 Oct 2009, 12:02

Hi hkurn,

Don't be refrained because of one part of the jaw that should be beneath the character layer.

The attack will be speedy enough to avoid the players notice this anyway.

And there is worse, even in commercial games.

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Re: [WIP] The Trozz

Post by hkurn » 17 Oct 2009, 16:27

finished.
trozz-spritesheet11-48x81.png
trozz-spritesheet11-48x81.png (55.87 KiB) Viewed 2982 times
the bite attack cycle is (starting from left-most position marked as 0): 0,1,2,3,4,0,...
the spit attack cycle is (the spit frames marked as S0,S1,S2): 1,S0,S1,S2,0,...
the walking cycle is: 0,1,0,1,... (another possibility would be to have no walking, only rising from the ground and sinking again)
in the posted animations I had 130ms between each frame (equivalent to ~8fps).
like specified in the spritesheet's name, the grid size is 48x81 (one left, and one right attack frame are greater than this size).
I've not yet created a xml-file, maybe someone with more experience wants to take over?

Since I'm not the creator of this thread (and he is not around anymore) I can't rename its title to [FND]. could a board moderator do this please? thanks :)
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Re: [WIP] The Trozz

Post by Jaxad0127 » 17 Oct 2009, 16:35

Unfortunately, it isn't usable unless its in a perfect grid.
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Re: [WIP] The Trozz

Post by hkurn » 17 Oct 2009, 16:43

oh...
ok, no problem, I'll just increase the grid size then. would that work?
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Re: [WIP] The Trozz

Post by Jaxad0127 » 17 Oct 2009, 16:47

Yes. Make sure each frame is completely within a grid square.
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Re: [WIP] The Trozz

Post by Spit23 » 17 Oct 2009, 17:10

Excuse me for being so harsh but this creature is a good example how lines should not be drawn. The curved lines just look wrong and the unorganic head shape looks unnatural. Also perspective is wrong in some layers and the behaviour of the horns don't make much sense. I don't see one good thing at all in this images. Sorry.
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Re: [WIP] The Trozz

Post by hkurn » 17 Oct 2009, 17:58

Spit23 wrote:The curved lines just look wrong and the unorganic head shape looks unnatural. Also perspective is wrong in some layers and the behaviour of the horns don't make much sense. I don't see one good thing at all in this images. Sorry.
no need to be sorry.. feel free to change what you don't like! :)
trozz-spritesheet12-64x96.png
trozz-spritesheet12-64x96.png (52.74 KiB) Viewed 2944 times
the grid size is now 64x96.
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Re: [WIP] The Trozz

Post by amaranth » 01 Oct 2016, 14:52

How is this still not a thing in the game? It's hilarious! Can it be in evol merge?
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