Aurochs

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Re: Aurochs

Postby Fridge » Fri Dec 02, 2011 6:16 am

Okay so I managed to get these working. The only one I really have any gripes with is the one facing forward, I may try and fix it. I also think the one facing sideways is a little light compared to the others so I may adjust that a little too but for now I might actually try to animate a few of these.

EDIT: if anyone can help me in terms of image size constraints I'd appreciate it, mostly because all the walking sprites themselves are all different sizes.

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Re: Aurochs

Postby cobaltjones » Fri Dec 02, 2011 6:33 am

Very nice.
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Re: Aurochs

Postby Daji » Fri Dec 02, 2011 8:15 am

Simply great, I can't wait to pull hairs on those :)
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Re: Aurochs

Postby Fridge » Fri Dec 02, 2011 10:44 am

1 direction down, 4 to go. I think I might hold them off until I have them all ready to post in one reply though. I plan on keeping all the sprites the same size in order to prevent any issues but all the original sprites are different sizes, will this affect anything? (my sprites are the same dimension as the first original Auroch walking sprite.) I'm unsure how the area of selection works and I don't want to mislead anyone by putting sprites out of place.

Let me know if you think anything is wrong. (I will try to fix that back leg)

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Re: Aurochs

Postby Daji » Fri Dec 02, 2011 11:21 am

I had this sort of problems when I redo tree, the thing is when you change the dimension you won't be aligned
you should keep the different size and try to pic a point which doesn't change during the differents steps of the animations
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Re: Aurochs

Postby Flame » Fri Dec 02, 2011 4:24 pm

A nice work.

But the Pure Pixelart style will punch with brush hh style. You should add more antialiasing. Anyway not bad, dude.
Just, if you choose that the back of the beast is light brown, you should respect that idea on all frames.
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Re: Aurochs

Postby Fridge » Sat Dec 03, 2011 3:34 am

Flame wrote:A nice work.

But the Pure Pixelart style will punch with brush hh style. You should add more antialiasing. Anyway not bad, dude.
Just, if you choose that the back of the beast is light brown, you should respect that idea on all frames.


The idea is that the light source is coming from the top and center so then whatever is closest in the sprite is highlighted but I think I see what you mean about that sprite in specific.
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Re: Aurochs

Postby SacreDoom » Sun Dec 04, 2011 11:45 am

Oh, that animation is pretty sweet <3

The colours're are still a bit boring, though.
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Re: Aurochs

Postby Fridge » Tue Dec 06, 2011 12:02 pm

Bit of an update.

I am very close to being done! Here are all the angles (just imagine the ones that will be flipped) I am aware of some of the animation not being perfect, I'll try to fix this. Any other ideas or critique are welcome. Also if anyone knows how to actually put these into the game itself could you PM me on how to do this, all I knew how to do was export the images out of the res file.

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SacreDoom wrote:Oh, that animation is pretty sweet <3

The colours're are still a bit boring, though.


Now that I have most of the base work down I can edit them anyway I want to make them suitable, what do you have in mind in terms of color?
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Re: Aurochs

Postby Flame » Tue Dec 06, 2011 1:29 pm

you should decide how an auroch move.

In the first animation you make it right, while the front step go back, the back one go award.

the second walk like a centipede, all the legs go back and forward almost in the same timing.

the front and the back one are fine.


I wonder why you where able to make it walk right in the first animation and then you totally forgot how it walk.

No one will kill you if you steal example from other games or movie or reality :3
http://brazbit.com/images/wow/other/Cow-Walk2a.gif
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