[GIT] Log Monster Redo

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Fother
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[GIT] Log Monster Redo

Post by Fother » Mon Feb 02, 2009 2:03 am

This is a topic split from [WIP]woodland improvement. I didn't want to flood Saphy & Len's tileset thread! This is about a possible log monster redo to match their tileset improvments for the woodland. I'll soon place recent changes from your suggestions to the log monster i was working on... until then:
loghead3-animal-eat.gif
This animation isn't serious, it's just for fun... unless you think it should be used ?
loghead3-animal-eat.gif (20.27 KiB) Viewed 2665 times
uh-oh, i might just add that squirrel i made to my list of unfinished stuff too.. :wink:
Last edited by Fother on Fri Jun 12, 2009 7:55 pm, edited 3 times in total.
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Re: [WIP] Log Monster Redo

Post by Fother » Mon Feb 02, 2009 6:34 am

okay, i've removed the aliasing from the roots, except for the standing frame, since i want it to blend slightly with the ground (the roots being in the ground). I've also removed other alpha pixels around the leaves and bark... here's two versions, one with the leaves accented with darker green pixels to make it stand out a little more:
loghead4-redo-3.gif
no dark pixel accents.
loghead4-redo-3.gif (6 KiB) Viewed 2628 times
loghead4-redo-4-test.gif
with dark pixel accents (just looks dotty).
loghead4-redo-4-test.gif (6 KiB) Viewed 2629 times
BTW, any suggestions on the attack animation? such as:
  • stay with the root whip from the original loghead.
  • spiting an acorn/nut at the player (but only at the distance of 1 tile)... this would be addressed by an offset. This would probably be an invisible attack in the north facing animation.
  • biting.
  • wooden, bony hand branch popping out of the bushy part and slashing at the player.
perhaps making examples of these would be best... but it's up to your suggestions.
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Re: [WIP] Log Monster Redo

Post by Jaxad0127 » Mon Feb 02, 2009 6:56 am

Fother J wrote:
  • stay with the root whip from the original loghead.
  • spiting an acorn/nut at the player (but only at the distance of 1 tile)... this would be addressed by an offset. This would probably be an invisible attack in the north facing animation.
  • biting.
  • wooden, bony hand branch popping out of the bushy part and slashing at the player.
perhaps making examples of these would be best... but it's up to your suggestions.
eAthena can only do one attack per monster type, so we'd need to choose one for it. TMWServ can do many, so we could use them all, or what ever anyone wants (I'd like the spitting a nut to be longer range to give some better balance).

For eAthena, I vote for #1 or #2, as #3 is overdone at the moment, and #4 doesn't sound realistic to me.
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Re: [WIP] Log Monster Redo

Post by Fother » Wed Feb 04, 2009 2:26 pm

jaxad0127 wrote:
Fother J wrote:
  • stay with the root whip from the original loghead.
  • spiting an acorn/nut at the player (but only at the distance of 1 tile)... this would be addressed by an offset. This would probably be an invisible attack in the north facing animation.
  • biting.
  • wooden, bony hand branch popping out of the bushy part and slashing at the player.
perhaps making examples of these would be best... but it's up to your suggestions.
eAthena can only do one attack per monster type, so we'd need to choose one for it. TMWServ can do many, so we could use them all, or what ever anyone wants (I'd like the spitting a nut to be longer range to give some better balance).

For eAthena, I vote for #1 or #2, as #3 is overdone at the moment, and #4 doesn't sound realistic to me.
Arg, I thought I could do the root whip this morning, and it just looked silly each time... I'm going to give the acorn spit a try, as soon as I'm happy with the acorn:
acorns.gif
acorns.gif (1.05 KiB) Viewed 2511 times
Which reminds me... I might just create a new thread and work on that squirrel too, but I'm afraid someone will throw a brick if I don't slow it down and finish something before I start something else, lol.
squirel-test-munch.gif
squirel-test-munch.gif (1.28 KiB) Viewed 2510 times
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Re: [WIP] Log Monster Redo

Post by Fother » Fri Feb 06, 2009 3:19 pm

I'm still fighting with the attack animation... (both the classic whip and the acorn spit), and also trying to pan down a clever death animation that suggests the origin of the raw log material. Here's the walking animation swatch as I have so far and an example. Note that the east walking animation was exported before I fixed the mouth movement with a mirror from the west walking frames. I might have to town down the shadow changes in the mouth chatter in the east-west frames since it seems a bit snowy (unless you don't notice it that is).
loghead-swatchsheet1.png
loghead-swatchsheet1.png (28.63 KiB) Viewed 2415 times
loghead-walkabout-test.gif
loghead-walkabout-test.gif (15.03 KiB) Viewed 2413 times
Oh, and someone, I forget who asked for the blank log I derived from saphy's set as the base... here it is:
blank-log.png
It takes the magic out of something completely when you see it's components.
blank-log.png (2.01 KiB) Viewed 2410 times
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Re: [WIP] Log Monster Redo

Post by Fother » Sun Feb 08, 2009 1:55 pm

I'm still trying to avoid surrendering to the root whip as the default attack animation... but here's a test without the attack animation (i've instead just had it repeat the walking animations as the attack until I'm happy with an attack sequence I'm working on to post) if you want to drop it in and take a look (as of this post, you'd want to drop these into update-3108eb8..82f97c6.zip to test out)...
I've fixed the lighting flicker on the east west mouth chatter in this one:
monster-logmonster.png
monster-logmonster.png (39.44 KiB) Viewed 2250 times
monster-logmonster.xml
(2.02 KiB) Downloaded 54 times
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Re: [WIP] Log Monster Redo

Post by Jaxad0127 » Sun Feb 08, 2009 3:53 pm

Looking good. Nice death animation.
Fother J wrote:as of this post, you'd want to drop these into update-3108eb8..82f97c6.zip to test out
Never. Put it in a zip file in the custom data folder, as always.
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Re: [WIP] Log Monster Redo

Post by kr0n05931 » Mon Feb 09, 2009 3:53 am

The death animation reminds me of MapleStory's logs when they die. :)
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Re: [WIP] Log Monster Redo

Post by -Phoenix- » Mon Feb 09, 2009 6:00 pm

Very well done, not wait to see this monster in the game
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Re: [WIP] Log Monster Redo

Post by Fother » Fri Feb 13, 2009 3:26 pm

I'm almost ready to release... I've noticed when using the log head name to test out this and other monster sprites, that it seems to return to a right stand frame right after an up attack sequence... not sure why, but this only seems to happen when testing by patching over the log monster xml.

Here's the sprite sheet:

And here's 2 seperate XML's (one for spitting, and one for the whip attack animations)... since eAthena can only do one attack, but TMWServ can do multiple. Due to the monsters not turning to face you when you are walking within their attack radius, the spitting animation might have to wait for future use...

[I updated this message with a fix to the two XMLs per Freeyorp's found i left out a few end tags on the attack animations]
Attachments
monster-logmonster.xml
Acorn Spit [Fixed]
(2.14 KiB) Downloaded 46 times
monster-logmonster.xml
Root Whip [Fixed]
(2.08 KiB) Downloaded 47 times
monster-logmonster.png
monster-logmonster.png (76.61 KiB) Viewed 2007 times
Last edited by Fother on Sat Feb 14, 2009 6:27 am, edited 3 times in total.
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Re: [WIP] Log Monster Redo

Post by Rotonen » Fri Feb 13, 2009 7:50 pm

I find the dead stare of the thing a bit unnerving.

Intentional?
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Re: [WIP] Log Monster Redo

Post by Fother » Fri Feb 13, 2009 9:00 pm

Rotonen wrote:I find the dead stare of the thing a bit unnerving.

Intentional?
In that case, you should test out death animation for the Squirrel :wink: (works well when testing over the Fluffy sprite... which becons to have a little bone crunching sound "Crunch! Peeep!"). Ahh sweet savory death! Let no monster-fotherj.xml be written to contain my maliciousness on that comment :lol:.
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Re: [RC] Log Monster Redo

Post by Jaxad0127 » Mon Mar 09, 2009 8:38 pm

Is this ready to be used?
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Re: [RC] Log Monster Redo

Post by OnymA » Mon Mar 09, 2009 9:02 pm

would be cool if that squirrel sit on the shoulder or head of ppl like a new equipment
*wool producing*
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Re: [RC] Log Monster Redo

Post by Seradest » Mon Mar 09, 2009 9:10 pm

I have a good idea ^^

ok the logmonter drops acorns

the squirrel is very shy it runs away from users (the negate of agressiv monsters) the only thing what it to allure ARE ..... acorns

when i kill a logmonser and it drops random a acorn ALL squirrel came and need it and would like eat it ADN THEEEEEN
you can kill a squirrel.

Ok you can drop a acorn from your iventory when you want a Squirrel thats the easy part.
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