[WIP] > [FND] Player Glow
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- Peon
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- Joined: 24 Aug 2009, 17:42
[WIP] > [FND] Player Glow
It is red only, so it can be easily recolored, it have got 5 frames differing in strength of glow, so they can both be used as animation, and for auras of various strength.
I think it is finished, so here are first three frames of female aura: I'll post rest of frames on replies (why must there be maximum of 3 attachments?)
I think it is finished, so here are first three frames of female aura: I'll post rest of frames on replies (why must there be maximum of 3 attachments?)
Last edited by Asmageddon on 30 Aug 2009, 11:53, edited 1 time in total.
Re: My work (Asmageddon)
Nice idea, we can realize special auras with that. But it would look better if you use less/thinner glow
Re: My work (Asmageddon)
Please use a different thread for every single one of your projects. This will make it much easier to find something you made. For this reason I renamed this thread to [WIP] Player Glow
Now for this work itself: It looks quite impressive considering how easy it is to make, but I wonder fow well it will work when the character isn't nude but wearing equipment.
It could be made more awesome by adding a pulsating animation for the "immobile" animation phases (yes, our animation system can do this).
Now for this work itself: It looks quite impressive considering how easy it is to make, but I wonder fow well it will work when the character isn't nude but wearing equipment.
It could be made more awesome by adding a pulsating animation for the "immobile" animation phases (yes, our animation system can do this).
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- Jumpy
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Re: [WIP] Player Glow (was: My work (Asmageddon))
and how great that wold fit with realm of feath and the underground
great idea thanks
Regards
great idea thanks
Regards
DBMP - BMS - HFDI
Don't Bring Me Problems - Bring Me Solution
and Have Fun Doing It : P
lvl 99 89 56 51 47 42 7
Don't Bring Me Problems - Bring Me Solution
and Have Fun Doing It : P
lvl 99 89 56 51 47 42 7
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- Peon
- Posts: 25
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Re: [WIP] Player Glow (was: My work (Asmageddon))
EDIT: Deleted my post, now here are last two frames of female glow, and first of male glow:
note: in fact it is stronger, than previous one, it just looks so on white bg.
Rest of frames will be posted on my next posts (argh, that stupid limit of 3 attachments)
Last edited by Asmageddon on 30 Aug 2009, 11:59, edited 1 time in total.
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- Peon
- Posts: 25
- Joined: 24 Aug 2009, 17:42
Re: [WIP] Player Glow
EDIT: deleted post, now there will be 2nd, 3rd and 4th frames of male glow.
Last edited by Asmageddon on 30 Aug 2009, 12:02, edited 2 times in total.
Re: [WIP] Player Glow
A question, would walking cause the aura to increase slightly more on the back side of the avatar and become narrower on the front side of the avatar?
Re: [WIP] Player Glow
Hi,
an aura effect would make a great addition, particularly if coupled with spellcasting animations (*cough*). However, wouldn't it be preferable to compute the aura programmatically, on-the-fly? (Caching the results, of course). That would make it easy to include equipment sprites.
(Yes, I do realise that no-one is probably bored enough to implement that just because I suggested it. I thought I should mention the idea, though, since it would be a preferable solution.)
-- fate
an aura effect would make a great addition, particularly if coupled with spellcasting animations (*cough*). However, wouldn't it be preferable to compute the aura programmatically, on-the-fly? (Caching the results, of course). That would make it easy to include equipment sprites.
(Yes, I do realise that no-one is probably bored enough to implement that just because I suggested it. I thought I should mention the idea, though, since it would be a preferable solution.)
-- fate
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- Peon
- Posts: 25
- Joined: 24 Aug 2009, 17:42
Re: [WIP] Player Glow
Yes, it would be, but use of pixel shaders would increase hardware requirements, and as far as I know this game is supposed to run on old PC's.fate wrote: an aura effect would make a great addition, particularly if coupled with spellcasting animations (*cough*). However, wouldn't it be preferable to compute the aura programmatically, on-the-fly? (Caching the results, of course). That would make it easy to include equipment sprites.
And in fact I created it, because I wanted to create something for this game, and I am too lazy to create something, that requires much work. Computing it basing on character equipment will probably not be necessary, as my aura is a little blured on inside too, so it should not be so striking, unless as I said earlier - helmet would be much bigger than head.
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- Peon
- Posts: 25
- Joined: 24 Aug 2009, 17:42
Re: [WIP] > [FND] Player Glow
Sorry for doubling my post, and for deleting previous one, but I needed to post frames of animation somewhere, and there is limit of 3 attachments per post, so here s last frame (others are on my other posts)
Re: My work (Asmageddon)
Crush, what if it was just a solid layer (with no hole in the middle) that is drawn under the player sprite, possibly even a separate sprite. That might make it easier ...Crush wrote:Now for this work itself: It looks quite impressive considering how easy it is to make, but I wonder fow well it will work when the character isn't nude but wearing equipment.
Re: My work (Asmageddon)
I really like the idea but if the glow doesn't really match the equipement the player wears I think it will look like crap.zick wrote:Crush, what if it was just a solid layer (with no hole in the middle) that is drawn under the player sprite, possibly even a separate sprite. That might make it easier ...Crush wrote:Now for this work itself: It looks quite impressive considering how easy it is to make, but I wonder fow well it will work when the character isn't nude but wearing equipment.