[WIP] Playerset - CR1 - NEEDS HELP

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Rotonen
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Re: [WIP] Finishing the playerset

Post by Rotonen » 06 Oct 2009, 19:54

An update of "I'm still on this, but didn't achieve anything so far" would be better than me having to worry whether anyone is active on this.

Here is how I see the current situation: Fother and bcs have taken responsibility for the playerset project and Black Don has taken over the responsibility of fixing what they break. People with responsibility have a full authority to delegate stuff and recruit people to work under them as long as it is helping the project in question forward.
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Re: [WIP] Finishing the playerset

Post by Fother » 08 Oct 2009, 21:03

I would like to add in the ability to property a frame or sequence to change the z-order of a layer for the duration of that frame. This isn't something critical for completing the playerset, nor will is it needed for the one handed sword frames I'm working on... but it would be needed to display the shield to be in the player's free hand (which I'm accomedating for in the frames, particularly since I'm not mirroring the animation. I haven't submitted the mantis yet, but what are your thoughts as far as implementation. Would relative promotions in the z-order be the best bet? i.e. -2 would move the frame to display two layers down from it's default order? I know this might get messy if we ever add additional equipment layers.
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Jaxad0127
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Re: [WIP] Finishing the playerset

Post by Jaxad0127 » 08 Oct 2009, 21:26

It would get prohibitively messy. Instead, let's "mirror" the sprite layers. Instead of:
  • Base Sprite
  • Hair
  • Boots
  • Pants
  • ...
we'd have this:
  • ...
  • Rear Pants
  • Rear Boots
  • Rear Hair
  • Base Sprite
  • Hair
  • Boots
  • Pants
  • ...
This allows your example and more with ease. It also allows us to have items like capes which draw both behind and in front of a character (the neck piece goes in front).
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Re: [WIP] Finishing the playerset

Post by Bertram » 08 Oct 2009, 21:30

Hi,

I agree with Jaxad. And many other games do like this for a reason.

Regards.
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Re: [WIP] Finishing the playerset

Post by Bertram » 12 Oct 2009, 08:19

Hi,

As for now, Wombat has made some corrections here:
http://forums.themanaworld.org/viewtopi ... 058#p71058

Could they be accepted as a first step?

EDIT: Or better, shouldn't Wombat tell Fother about his corrections?

Regards.
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Re: [WIP] Finishing the playerset

Post by Rotonen » 13 Oct 2009, 22:17

OK to keep things consistent and the namespace of things clear in this forum section:

Fother is the project manager of this subproject of CR1 and he has so far recruited bcs to help with it.

Try to avoid cross-recruiting our sparse resources with the project Axl is doing. Recruiting completely new, fresh and capable resources is always encouraged.
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Re: [WIP] Finishing the playerset

Post by Bertram » 13 Oct 2009, 22:21

Hi,

I'm not trying to recruit Wonbat to join Fother. He's already done the corrections.

So what to do with these?
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Re: [WIP] Finishing the playerset

Post by Fother » 14 Oct 2009, 04:35

For eAthena, let's go ahead and commit Wombat's player sprite corrections.

Otherwise, we're already using common heads in a separate layer for TMWServ (when bcs86 and I are finished with the sheet).
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Re: [WIP] Finishing the playerset

Post by Bertram » 14 Oct 2009, 08:20

Ok,

Thanks Fother.
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Re: [WIP] Playerset - CR1 - Fother J

Post by bcs86 » 19 Oct 2009, 09:07

3 getting-hit frames from the wiki with a few touch-ups, Namely underwear and changed the file format from GIF to a PNG with transparent pixels.
Tmw_chara_getting_hit.png
Plans for them were dropped I suppose.
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Re: [WIP] Playerset - CR1 - Fother J

Post by Bertram » 19 Oct 2009, 09:54

Hi Bcs86,

Thanks for upgrading them.

As I'm planning to put back the hurt effect sooner or later, and make it optional, even if I think it will truly add some appeal to the battle system, I'm asking to put these frames back in the playerset for TMWserv.

What do you think?

Thanks and regards.
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Re: [WIP] Playerset - CR1 - Fother J

Post by Fother » 19 Oct 2009, 11:54

We can address this by combining existing frames with some of our currently in progress frames.
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Re: [WIP] Playerset - CR1 - Fother J

Post by Bertram » 19 Oct 2009, 11:57

Hi Fother,

I'm not sure to understand fully:
- Do you mean there are existing (even WIP) frames that could do the job already
or do you plan adding these ones?

EDIT: Are these frames already fitting the character's hurt pose?

Regards.
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Re: [WIP] Playerset - CR1 - Fother J

Post by Fother » 19 Oct 2009, 20:43

Bertram,

I'm looking to repurpose frames from the existing set and the WIP frames for other animation needs in this set. I think this can be done for the hurt frames (though I'd like to limit the total number of head frames, and am not at the point yet where additional heads and their reuseability are on the table... but soon).

Just to make sure I understand these frames correctly... is this a "flinch" from taking damage?
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Re: [WIP] Playerset - CR1 - Fother J

Post by Bertram » 19 Oct 2009, 20:48

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