[GIT] Zombie

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Fother
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Re: Graveyard Tileset

Post by Fother » 03 Jan 2009, 20:25

No problem, which one's?
(I fixed some of the thin borders that were cut off in the last one since my layer mask was nudged over 1px too far to the left.)
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Re: Graveyard Tileset

Post by Crush » 03 Jan 2009, 20:36

Fother J wrote:No problem, which one's?[/img]
It's not that easy to tell from the stillframes because the sudden blur is most visible when animated, but I think these frames should be the offenders:
6,
18, 19, 21,
36, 38, 39,
46, 47, 49
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Re: Graveyard Tileset

Post by Fother » 04 Jan 2009, 04:01

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A little better?
(for the exception of the frame timing being off in this animation).
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Re: Graveyard Tileset

Post by Fother » 04 Jan 2009, 05:31

Hmm... Rotonen pointed out the East & West walking animation's head jerks too far back, so I'm redoing those frames to be more transitional.
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Re: Graveyard Tileset

Post by Fother » 04 Jan 2009, 09:59

Updated, any other changes?
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Rotonen
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Re: Graveyard Tileset

Post by Rotonen » 04 Jan 2009, 21:50

I'd say it's ready to push into git.

Thought about your next step?
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Re: [RC] Zombie

Post by niels.ellegaard » 04 Jan 2009, 22:27

It looks like frames 24 and 25 are the same. I think that frame 25 should be replaced with a mirrored version of frame 53.

Apart from that the zombie is supercool.
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Re: [RC] Zombie

Post by Jaxad0127 » 04 Jan 2009, 22:56

niels.ellegaard wrote:It looks like frames 24 and 25 are the same. I think that frame 25 should be replaced with a mirrored version of frame 53.

Apart from that the zombie is supercool.
They are slightly different. 24 goes with 54, 25 with 55.

Do we just want to call this "Zombie" or something more exotic?
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Re: [RC] Zombie

Post by Fother » 05 Jan 2009, 03:27

yuck! I copied 22-25 wrong (they were missing their eyeball on that side, and 25 still had it's arm up).
here's the fix:
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Re: [RC] Zombie

Post by Matt » 05 Jan 2009, 22:35

Great work, I like the idea of having more than one death animation :)
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Re: [RC] Zombie

Post by Jaxad0127 » 05 Jan 2009, 22:43

Matt wrote:Great work, I like the idea of having more than one death animation :)
There is only one, just spread around.
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Re: [RC] Zombie

Post by Fother » 10 Jan 2009, 10:01

jaxad0127 wrote: There is only one, just spread around.
Indeed, while attempting to replace one loghead's xml file with the zombie one to test it out, I see what you mean about the death animation being spread around. I went ahead and re-sorted the whole set (though the frame delay may need to be increased a little more than 100 to make it walk at the correct pace.
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Re: [RC] Zombie

Post by Crush » 10 Jan 2009, 10:39

You already made an xml file for it - that's great. I pushed it on Git. The animations wer a bit fast, so I increased the delays, but the animation timing and offsetting could still need a bit fine-tuning.
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Re: [RC] Zombie

Post by lethaljellybean » 11 Feb 2009, 01:12

I've been away for a while but Fother J, you're my hero!

:D The zombie is brilliant!
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Re: [RC] Zombie

Post by EJlol » 11 Feb 2009, 08:40

Only if there are sprites to do that. very unlikely for now. Though maybe floating skulls is a option.
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