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 Post subject: Re: Universal Worlds Sprite Update... [Update: July 11th, 2009]
PostPosted: Sun Aug 16, 2009 1:10 pm 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
just got back from vacation a few days ago and have been taking it easy, so heres a preview of something i was working on. Also I have re-done the classes with the help of TDT, all thats left is to write up descriptions.

Image

but ya know, I would really like to hear from you all, what kind of items/armour/equips/etc. should be featured in UW?

EDIT:
Fixed the shading on the helmet and added two new colours.

Image


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 Post subject: Re: Universal Worlds Sprite Update... [Update: August 16t, 2009]
PostPosted: Mon Aug 17, 2009 12:38 am 
+7 Claymore of Slaying

Joined: Thu Dec 21, 2006 6:24 pm
Posts: 594
Location: Land made of long cloud. Wait no its Land of white clouds. Actually i think its New Zealand.
Love all the artwork but could you show some screenies if you can??


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 Post subject: Re: Universal Worlds Sprite Update... [Update: August 16t, 2009]
PostPosted: Mon Aug 17, 2009 1:38 am 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
I will when we are finished with more of the game, vacation set me back


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 1st, 2009]
PostPosted: Tue Sep 01, 2009 3:13 pm 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
I think its about time for an update, though ive been working away from graphics for a little while focusing more on the task of management....


anywho.....

http://img42.imageshack.us/img42/5822/uwpreprepre.png


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 1st, 2009]
PostPosted: Wed Sep 02, 2009 1:12 am 
(>^_^)>Kirby<(^_^<)

Joined: Wed Mar 21, 2007 5:33 pm
Posts: 851
Location: GA
Amazing stuff man, I can't wait to see some screenies. 8)


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 1st, 2009]
PostPosted: Wed Sep 02, 2009 9:20 am 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
Theyll be coming sooner rather than later i hope...

EDIT: New Avatar and if you're wondering what the thing in my sig says, it says "Member of the Ordo Weisen" or Member of the Order of the Wise. Just keeping you on your toes as to what to expect... that order of the wise is a really interesting feature in UW. so figure it out and i'll grant you one wish in UW.


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 1st, 2009]
PostPosted: Sun Sep 06, 2009 1:19 am 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
my somewhat pathetic animation skills...... haha yeah i got a new program to use for animating just to see how frames would fit together, and heres two short animations i got done, and im still learning how to fix the speeds on them.... =/

ImageImage

honestly i dont care if you criticize my animating skills but this is just mostly for the gwd team..... so we can take these and clean them up so things arent so choppy, so yeah should have new animations for these, sometime later....

Edit: I can see a few spots for correction in these animations so Sai and I will work to fix these problems, but he asked that I get them animated, and I know some of you have asked me to animate some stuff so Ill try to animate more stuff as time goes on, but who knows before you know it well be having screenshots of our tests, and maybe some vids......

"in the process of fixing the "floating" foot in the run" and still reviewing mistakes made in the spinning kick"


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Sun Sep 06, 2009 3:27 am 
Illegal Operation

Joined: Sun Jun 07, 2009 3:09 pm
Posts: 417
Location: poririn-poriri-pori-pororocca
Image


A smooth running animation only requires 3 frames each step, 6 in total if you count left and right legs (which are in exactly the same position side on).

Anyway i quickly (aka crappily) drew some animation frames to help you.

I wasn't sure what you meant by spinning kick, so i just did a roundhouse kick. However all kick animations should follow the same principle, when you have limited frames (even in anime) the kicking part is only one frame (then you play-doh stretch the feet) or maybe 2 where you bring the knee out first, the foot then stays there for a couple of frames for the motion blur to catch up to the actual foot (and also because it looks cool). Then the rest of the frames are just slowly spinning around and back to stance.

If you meant a flying spinning kick, well there's two ways. One is the first animation is jumping and aiming at the player with a bent leg, then the second animation forms the kick, then the rest is returning back to normal. The other way is to have the kick as the first frame and jumping in the air from the momentum of the kick.


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Sun Sep 06, 2009 11:30 am 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
ghostofbake wrote:


A smooth running animation only requires 3 frames each step, 6 in total if you count left and right legs (which are in exactly the same position side on).



lol, it has 6 frames setup basically like that....

Image

and it was mostly just the delay time that made it look choppy, well that and the fact that i needed to reposition some frames...


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Sun Sep 06, 2009 5:31 pm 
Illegal Operation

Joined: Sun Jun 07, 2009 3:09 pm
Posts: 417
Location: poririn-poriri-pori-pororocca
Look at it more carefully.

For a start.

The frames are in the wrong order.To make it better (3 - 1 - 2) for the right leg, re-draw the frames for the left leg in the same way.

None of the frames should be completely identical. (3 - 5 , 2 - 6)

(1) should appear a second time but for the left leg. Also the knee is too bent.

(2 - 5) should be crouched lower.

That's all i can think of in 5 seconds, my class starts now.

:)


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Sun Sep 06, 2009 6:32 pm 
Wizard of Xor

Joined: Thu Apr 19, 2007 9:42 pm
Posts: 249
Location: Unknown
mmmk, ill look into that thought.....


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Tue Sep 08, 2009 4:38 pm 
Illegal Operation

Joined: Sun Jun 07, 2009 3:09 pm
Posts: 417
Location: poririn-poriri-pori-pororocca
Here's one i prepared earlier.

Animation:
Image
Image
Image
Image
Image
Image

Image


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Tue Sep 08, 2009 4:44 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
Looks like he's hopping dood
D:


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Tue Sep 08, 2009 6:52 pm 
(>^_^)>Kirby<(^_^<)

Joined: Wed Mar 21, 2007 5:33 pm
Posts: 851
Location: GA
I'd die laughing if I saw someone run like that.


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 Post subject: Re: Universal Worlds Sprite Update... [Update: Sept. 6th, 2009]
PostPosted: Tue Sep 08, 2009 9:04 pm 
Illegal Operation

Joined: Sun Jun 07, 2009 3:09 pm
Posts: 417
Location: poririn-poriri-pori-pororocca
Thats because it was motion tweened together i had to screencap each keyframe, so the positions aren't perfect, also i slowed down the framerate so it was easier to see each frame, also the body and arms move independently depending on the mouse position that's why its so upright. Nobody found anything wrong with it when they played the game lol. Also it will look less like its hopping if its actually moving around, ive tested it heaps and that was about the right amount, if i did it any lower it would look like he was floating.



Although it does have a cartoony feel to it. I have a more serious sprinting animation (naruto style lulz) somewhere i gotta find it in one of my old hard drives.


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