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Messages - pxl_moon (dotyue)

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81
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 04:24:40 pm »
I think this goes into the right direction but the "blur" itself should probably have a lower opacity in contrast to the axe, so that you can easier differentiate between blur and axe itself. Right now it looks more as if the axe evolves into a huge scythe. Maybe its also just me.

it should be like with the lizalfos axe swing blur i think he means

82
King of Thieves / Re: Goals for next release
« on: April 24, 2016, 01:22:05 pm »
Is it not ready?  I looked at the sprites briefly and thought it was.  I can swap it for something else.

EDIT: I'll switch it with the Darknut since that appears to be ready

We have two Lizalfos (The Green with double Axe and the Grey with Dagger)
The Grey can use the Animations of the old green one but wasn't edited, the green should have all animations.
the Dinolfos was just one concept Sprite standing.

Also wouldn't it be helpful to see in the Wiki which Enemies occur in each Area?
I wanted to see which are needed for the new Areas and there wasn't anything other than a base description of the area.


83
King of Thieves / Re: Goals for next release
« on: April 24, 2016, 09:58:38 am »
Next release will have:
1.7 goals -
  Dinofos

So i guess i have to continue that first...

84
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 23, 2016, 12:27:11 pm »
I think loosing the armour should be included, as this will give more variation to the battle.

As seen here: http://zfgc.com/forum/index.php?topic=39636.0

Quote
This means that the charge mode (see below) is activated by the loss of their armor, not by damage taken.

its already established  >:D


Ontopic:
I'll view into improving the sideview, making the upview and new naked knuckles this evening

edit: i came earlier to do some spriting... introducing to you: proper sideview!

edit2: NOW i know why they don't want us to find out!!! ;-)

edit3: upside, the less sexy klunky head "Naked Knuckle" and the conspiracy team

note: the chopped horns and the undergarnment are a rendition from the MM video

edit4:
The Less Sexy Klunky Head NAKED KNUCKLE and the CONSPIRACY TEAM

sounds like some kind of band :P

85
Sprites/Tiles / Re: Iron Knuckles ARE Gerudo
« on: April 22, 2016, 01:53:55 pm »
Have a look: https://www.youtube.com/watch?v=FquUiAHcNbw
the guy used cheats to see "inside" the enemies helmet to see if it was true, and it was. Even though the helmet didn´t come off ingame.

Well, yeah? That's where the Screenshots i posted came from (the actual model) and what the latest Gerudo Head was based of.

But since the Leadership of the Game doesn't want that, it is now archived for (maybe) later use i guess...

also:
I want to get basic functionality in the game first, and then maybe later we can think about making a Gerudo the driving force of the Iron Knuckles. However, I really don't believe in this theory: I truly believe they reused the model of Nabooru as a base to save on assets.

that really can be! i mean, yes a gerudo iron knuckle looks cool, thats why i made it, but what does a gerudo warrior make in the water dungeon fully armed! thats like letting an enemy soldier walk the streets with a machine gun.

and:
Quote from:  Zelda Wiki
This is likely because the scene that follows the defeat of Nabooru as a Iron Knuckle shows her armor falling off, with a stunned expression on her face, and all Iron Knuckles use the same body model with slightly different outer armor. Though this head was removed from Ocarina of Time 3D, their body type is still present as it was in Ocarina of Time and Majora's Mask. In fact, the Gerudo body is more visible, allowing to clearly see the chest of a Gerudo when the armor falls off, something that seems to be deliberately done as the head was removed from the model.

So i think we make the "base" Iron Knuckle first and when thats done, they can make the mechanics and will be more open to suggestions on the Gerudo Side



Now, while looking on iron knuckle videous I realized thet the swing we have is not accurate to the actual swing. Ours spins it, while the OoT one turne so one side and then with its right hand slashes TWICE. Have a look: https://www.youtube.com/watch?v=DBokaaRPco8

The walking animation is good though :3

So w/o naked knuckle and attacks we have less than nothing :D


Quote
Lightning Attack (< where does it come from? an axe swing/slam or extra?)

I don't think we ever established it.  We can reuse the axe swing animation to save some work.

It says "A long range lightning attack similar to Agahnim's attack in lttp" i would suggest that she has some stance showing that she is about to attack an "heavy energy" attack (maybe shading her blue or giving lite bolt effects around the body) . when she swings after that there will be several "lightning balls" along the swing which the player can reflect.

just not as many as in "enter the gungeon" lol

if we redo the axe swing like brad suggested, we can reuse the old swing as the heavy lightning swing

86
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 04:48:48 am »
For the return to "Ontopic" as for to have Enemy Sprites, i made a Compilation of all what we have for the current Iron Knuckle so far

The First ones are the what i would consider done, by the point of discussion:

- Standing Side/Down
- Walking Down
- Swing Attack Down

Then there is an "almost done" i guess?

- Slam Attack

and under the red line are Parts (like Hands and Axes) and WIPs (like the Naked Knuckles which need a new Head)

from what i see and what i read here there are for the knuckle following Animations/Sprites left:

- Idle Up
- Walking Side/Up
- Swing Attack Side/Up
- Slam Attack Down (Finishing)
- Slam Attack Side/Up
- Charge Attack Side/Down/Up
- Lightning Attack (< where does it come from? an axe swing/slam or extra?)
- Gets Hurt
- Naked Variations

- Black Variation
- Hammer for Black Variation


Well thats alot D: I'll go sleep now

87
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 07:29:51 pm »
Thanks for the constructive Reply

edit: i tried to look carefully several times to see when the layers fell off but before it gets beaten, i just don't see it... i will look into it again tomorrow

88
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 06:51:47 pm »
since there ARE arms and stuff under it, the armor could contain a skeleton (because his owner died a long time ago) or some kind of clockwork puppet

i dont really care for the gerudo, i just looked what is under the armor since the initial spriteset didn't have any armor removal which was stated in the wiki and what i found with "iron knuckle" were gerudo heads from OoT and a ton of fanart with Gerudo Knuckles...
i just wanted to help out since i don't have time for my own project and can go whenever i want after i've done some sprites here

maybe the angry-mob could be so kind and provide animation videos/gifs of the Iron Knuckle of their dreams they thought of when writing the wiki

89
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 04:41:05 pm »
Quote
Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone"

Wait wut O_o I'm not going to put an axe on anything (pun intended), but when was that established?


90
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 12:03:50 am »
Using the model above, I made a head.

What do y'all think?

Looks good on my mobile... i'll look at it again when i'm home...

edit: just did a 2pxl edit tp round the chainmail up and added it to the standing frame

edit2: reeeally funny... there was now "side" for this sprite xD spend much more time than i wanted with this one lol

91
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 20, 2016, 06:37:16 pm »
EDIT: whats that grey thing on the gerudo´s forehead?


edit: she's attackable because she's almost fainting so i thought of an emoji/anime-ish style of showing that... details brad, details...
maybe you want (too) fix her there, because its made pretty sloppy und would need a transition from standing to fainting anyways

92
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 20, 2016, 05:42:19 pm »
thats the one with the underpads ^^;;

but i couldnt resist doing somthing

OUCH! SHE'S GOT HIT! ATTACK! NOW!

edit: well, hadn't the time to do id right, needs some cleanup xD

93
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 20, 2016, 04:59:48 pm »
You'll just need to make the last Naked One, since we can combine the parts from the Plated One with the Naked for the rest... The Slam could be Difficult though

I'll make the Side, maybe Tomorrow or max. on Saturday (should stuff happen) so as a Team Project it shouldn't take too long, you guys do great work i couldn't do in such amount of Time

94
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 20, 2016, 04:10:16 pm »
Whoa! lots happened while I was away!
I LOVE that gerudo man!! It fits with the generic gerudo artwork too also, could be nice to have the side body too, if its not too much trouble.
I tried to fix the axe, I don´t know if thats you you wanted it Yue, but at least I tried :P
I also did the walkin animation forward holding the axe.

looks good to me... (the axe) i can't do such amount of spriting atm because of nightshift (work) and school, but i will when i can...
Can you do the Axe Slam or the Walking/Swinging for the "Naked" Knuckle? because the arms are not the same as the ones of the full plated one

95
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 20, 2016, 04:22:56 am »
I could make a short-hair version. Thing is, we know that the Iron Knuckles have the Gerudo faces underneath the helmet, but I want to know whether their hair is loose, long, short, red, etc. There's no information that I can find about that.

Meanwhile, I'll work on the short-hair version. It'll probably be up here sometime tomorrow (~12-18 hrs from this posting).

look a few posts above... thats the unused head of the iron knuckle gerudo



i see it as a chainmail like this



where her pony looks out like with liks hair in front of the cap
and her mouth seems covered by a oriental mask like your sprite on deviantart

honestly i don't really know what feels off with the new head... how do you guys like the new stances i made?

96
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 19, 2016, 06:34:28 pm »
Actually, no dotyue, I used MC sprites for the body for that Gerudo. Give me a minutehour or two.

EDIT: Heads up. Literally!

okay! changed it based on your sprite since i have to work soon...
well i changed the head and body color of the Iron Knuckle... and added some alternative choices for the "naked" one... but that means too that those need their own animations then ;-/

edit: i think its looking a bit strange... maybe she needs a new haircut?


97
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 19, 2016, 04:23:03 am »
Hmm, i´ll see what I can do ;)

As for the body of the gerudo, which one? the one with the armor or the original from fsa? the original looks wierd, to me at least. I saw a while back a great example of a gerudo in Mc style made by Miles: http://chaosmiles07.deviantart.com/art/ALAT-Age-of-Civil-War-540687557
Its like a mixture between Din and the FSA gerudo, I love it!

And I'll see what I can do! Indeed, FSA should be avoided if you want to keep to the MC style - FSA is like a hybridization of MC and ALttP. If you need Gerudo bases, then by Hylia I'll get you Gerudo bases!

isn't a big thing... just exchange the head later when i wake up (now would be better but S-R is down again, so i can't get Din or any MC Head i could edit/recolor)

btw. Brad... the link you showed is the same body as FSA, just with exchanged head and arms from din

edit: (the first part of the post was from ~6:30am) It's 1:30pm and as of for now Spriters Resource is still down and i have to go to school for further eduction (<- sounds somekind wrong in english) in a few hours... so no update to the tMC head until maybe this evening?

98
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 18, 2016, 10:08:49 pm »
I meant the body which has more or less armor

99
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 18, 2016, 06:52:48 pm »
Not quite: the fourth and and sixth could be like the middle (fifth) one and the third like the second but more to the middle axe while the seventh the mirrored version of the third is (maybe they could be both like the middle too... try out! ;)

well the only problem is that if you don't change the view of the axe, the whole swing looks strange: its like she doesnt want to cut link with it!


with the FSA Gerudo, i will look into it after work... the body is okay though?

100
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 18, 2016, 06:36:29 pm »
that really looks nice brad!
a few tips though (since i have to go to work soon, else i would have tried editing)

1. Axe Swing: You could use the "un-angled" axe for the middle frames and the angled you used for every frame mirror on the last half, i attached an example

2. Axe Slam: would be need if she would higher the axe before slamming it down, idea attached


so and some unattached notes
- you seem to be good with animations so you could handle these and i would try the next side when i can...
- the upfront "slam" side isnt finished, needs obviously the cutting edge on that stick ;)
- well about the attack pattern... maybe she would make in the swing like a half whirl attack and become dizzy before repeating to chase Link? (Like the Tutorial Boss in Secrets of Grindea)
- Slam Attck could make a Lighting Wall forwards? (like the wiki said)

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