bandit (maybe)

All development of pixel art and graphics
User avatar
JackDeth
Novice
Novice
Posts: 119
Joined: 14 Sep 2009, 19:18
Location: Wisconsin, USA
Contact:

Re: bandit (maybe)

Post by JackDeth » 20 Aug 2010, 19:39

ZidgelT wrote:
skipy wrote:hmmmmmm maybe
i love this one! i think he's cute! it would be perfect.

I think I'm with Zidge on this one....I kind of like the raccoon concept for a bandit. he looks cute and sneaky. :-)
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 30 Aug 2010, 09:21

skipy wrote:a stab at getting progress ..

needs work.. :|
Image
--------------skipy
Skipy, the next content release may use this bandit as the bandit lord. Can you complete it? It will be a challenge to character levels 30 and bring the fairy hat and forest armor into the game. I already have a map from argul and quest scripting by kaster is on the way. Not wanting to pull you off the work you are doing now, but you are so close to done with this I'd like to use it so we can have a September new content release. As always, you are doing an awesome job :D
Current character is "Abolish".
User avatar
skipy
Warrior
Warrior
Posts: 781
Joined: 08 Nov 2008, 23:06

Re: bandit (maybe)

Post by skipy » 30 Aug 2010, 10:33

Wombat wrote:
skipy wrote:a stab at getting progress ..

needs work.. :|

--------------skipy
Skipy, the next content release may use this bandit as the bandit lord. Can you complete it? It will be a challenge to character levels 30 and bring the fairy hat and forest armor into the game. I already have a map from argul and quest scripting by kaster is on the way. Not wanting to pull you off the work you are doing now, but you are so close to done with this I'd like to use it so we can have a September new content release. As always, you are doing an awesome job :D
i cant see why not :wink: ....
this should not take long ...and i need more them 1 thing going on at a time....
i do have some questions to help make him stand out as a boss.

-his attack?
what are they?? (bow and dagger are there )...if it can be done i would like to try a "cross bow."....i believe this can be done by cutting the "grabbing a arrow" from the bow attack frames......maybe he throws a sack out ..it pops...and 150 or so maggots come out??

-his look?
what should i add to whats there?.......bags of gold on his back? eye patch ?
-this is boss comes first..
lol but,if some how i can make some mob that may fit the area (wherewolf,owl)...should i try? (this is all depending on how fast/easy it gos together)...

--when is the stop date?
when would you like to have this done by??

hmmmmmmmmmm i think thats it...." As always, you are doing an awesome job "--to you as well... :mrgreen: :twisted: :mrgreen:


--------------------skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 30 Aug 2010, 10:58

We will keep it simple. While I really like these human-monsters, it is more of a threat to level 30-40 characters. The due date is next week, as long as the scripts and map is ready for it. The items (fairy hat and forest armor) are already in tmwdata. The boss will use a bow attack with a high dex and luck and range of 5, I believe while the thugs will be melee fighters with decent str and luck.

The reward items are "rogue" equipment: low defense, but a great luck bonus to make criticals more likely. The mBonus might be in the low negatives..more than most cloth armors, but less than any metal ones...it should favor archers and "rogue" styled warriors.
Current character is "Abolish".
User avatar
MerlinX420
Warrior
Warrior
Posts: 574
Joined: 23 Dec 2007, 05:42

Re: bandit (maybe)

Post by MerlinX420 » 30 Aug 2010, 13:50

ROGUES!!!
Can we call them "Assassins" instead please. I will have flashbacks of getting stun-locked and disarmed if we call them rogues. XD
I do like the idea of trying to make a new class playable. (I think Rotean always wanted a Crit/Agi class in the game)

I don't know if it would be possible but maybe you could have it where the bandits are half opaque and are in "stealth" until you get within range.
That way you kinda get ambushed by the bandits as you walk up on them.
MerlinX420
Computer games don't affect kids, I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music. Has anybody seen this princess I'm looking for?
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: bandit (maybe)

Post by Crush » 30 Aug 2010, 16:18

MerlinX420 wrote:I don't know if it would be possible but maybe you could have it where the bandits are half opaque and are in "stealth" until you get within range.
That way you kinda get ambushed by the bandits as you walk up on them.
When we would integrate this into the client it would work for about a week until 4144 adds a switch to ManaPlus to deactivate the opaqueness.

You can not rely on the client to conceal information from the user. When you want the player to be unaware of stealthed enemies, the client must not even receive this information.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 30 Aug 2010, 16:24

These are just informal names...people may call them whatever. When assassin equipment hits the game, that might define the class of high evasion, high critical damage, so sure.
Current character is "Abolish".
User avatar
MerlinX420
Warrior
Warrior
Posts: 574
Joined: 23 Dec 2007, 05:42

Re: bandit (maybe)

Post by MerlinX420 » 30 Aug 2010, 18:09

I figure the players will come up with a name fort the class. I'll start referring to them as assassins and see if I can get that name to stick. It doesn't bother me really it's just the first thing that popped in my head when I see that. Just an off-topic remark before I got to the real question.

I should no better. Never trust the client.
MerlinX420
Computer games don't affect kids, I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music. Has anybody seen this princess I'm looking for?
User avatar
skipy
Warrior
Warrior
Posts: 781
Joined: 08 Nov 2008, 23:06

Re: bandit (maybe)

Post by skipy » 30 Aug 2010, 19:54

round #1



this is cleaned up with a death frame...thinking of adding more (not to much more) not sure what :roll: ...
as is it could be called done...and should work...let no know soon it it needs more.....


--------------------skipy
Attachments
bandit_.png
bandit_.png (67.96 KiB) Viewed 1323 times
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 31 Aug 2010, 06:22

Though I included sitting animation, it might not be necessary unless someone wanted to use the sprite as a player-set override. I think the bandit lord is ready, but not sure yet. I'll test to be sure shortly after I receive the scripts for the quest it is for.
Current character is "Abolish".
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 03 Sep 2010, 14:16

skipy wrote:round #1



this is cleaned up with a death frame...thinking of adding more (not to much more) not sure what :roll: ...
as is it could be called done...and should work...let no know soon it it needs more.....


--------------------skipy
Can you make the Bandit lord just like the player set frames so I can apply weapons onto it without difficulty? It would save me a lot of time. This is due very soon and has a high priority. Appreciate your efforts.
Current character is "Abolish".
User avatar
skipy
Warrior
Warrior
Posts: 781
Joined: 08 Nov 2008, 23:06

Re: bandit (maybe)

Post by skipy » 03 Sep 2010, 15:16

Wombat wrote:
skipy wrote:round #1



this is cleaned up with a death frame...thinking of adding more (not to much more) not sure what :roll: ...
as is it could be called done...and should work...let no know soon it it needs more.....


--------------------skipy
Can you make the Bandit lord just like the player set frames so I can apply weapons onto it without difficulty? It would save me a lot of time. This is due very soon and has a high priority. Appreciate your efforts.
this should fix that ...hands are now in same place as player set....it should sink up fine now....please test ,and if you find it still dose not want to work i will put the bow on the sheet with him.... :mrgreen: :mrgreen: :twisted:

------------------------------skipy
Attachments
bandit_.png
bandit_.png (67.96 KiB) Viewed 1279 times
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 04 Sep 2010, 01:50

Could you make this sprite completely match the player male base? Juggling the xml is one problem, which I can do with a little effort, but I'd like this sprite to be usable beyond this one monster, should anyone desire to. It also would be a lot cleaner that way. Right now, I'd have to change a handful of numbers to match the frames, but if someone would want to fix this in the future, the missing frames will be a problem. Also it just is cleaner this way.
Current character is "Abolish".
User avatar
skipy
Warrior
Warrior
Posts: 781
Joined: 08 Nov 2008, 23:06

Re: bandit (maybe)

Post by skipy » 04 Sep 2010, 02:09

Wombat wrote:Could you make this sprite completely match the player male base? Juggling the xml is one problem, which I can do with a little effort, but I'd like this sprite to be usable beyond this one monster, should anyone desire to. It also would be a lot cleaner that way. Right now, I'd have to change a handful of numbers to match the frames, but if someone would want to fix this in the future, the missing frames will be a problem. Also it just is cleaner this way.
yes ...i can do this and ill have it out really soon....the reason i had it like this was all the talk in the past of "why is there no short guys in the mana world"...was thinking a short boss would be cool to see but if it slows the boss hitting game i will fix it fast :twisted: .. i could try some thing like this for the snow map maybe......ill post it soon...

--------------skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 17:31

Re: bandit (maybe)

Post by Wombat » 04 Sep 2010, 02:22

Awesome. The bandit lord is all that is needed before I push my content onto my branch and the script writers can start to move forward with it.

We will work on a "short boss" for Kaizei, we need "blue dwarves" as enemies (regular dwarves and gnomes are friendly, but the blue dwarves are cannibal barbarian types). Blue dwarf discussion can goto Snowland art thread.

If you had another idea for short boss that is independent of this idea, we can definitely work on where it belongs in the game. Appreciate your efforts.
Current character is "Abolish".
Post Reply