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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl - Dwarf from Dwarf Fortress
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Author Topic: Indie Brawl - Dwarf from Dwarf Fortress  (Read 105751 times)
Eclipse
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« Reply #120 on: August 18, 2008, 12:20:23 AM »

Will this character be represented by ASCII?

eh?
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<Powergloved_Andy> I once fapped to Dora the Explorer
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« Reply #121 on: August 18, 2008, 04:01:57 AM »

I also think that the dwarf really needs to have a red or, at least, pinky-looking nose. They're hard drinkers, and their complexions should reflect that. That's another thing #8 has going for it.

Although I agree with this, #9 is pure sexy.
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Alec
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« Reply #122 on: August 18, 2008, 08:05:31 AM »

All armored dwarves so far:


Those are all awesome.  Gentleman

*is very impressed*
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medieval
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« Reply #123 on: August 18, 2008, 08:34:12 AM »

#9 it is?
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Valter
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« Reply #124 on: August 18, 2008, 08:55:16 AM »

Yeah, I'm thinking we're going with #9. Great work, guys!
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godsavant
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« Reply #125 on: August 18, 2008, 05:33:43 PM »

I started idling #9, and I realized that his face is a different skin color from his hands. :D

<<EDIT>>: k done



I cropped off a little of his hat in the third frame b/c I couldn't resize the canvas  w/o risking the program crashing on me, so if someone could fix that, much obliged.
« Last Edit: August 18, 2008, 08:19:16 PM by godsavant » Logged
Xion
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« Reply #126 on: August 18, 2008, 08:11:00 PM »

I say use the hand colors on the face. They look much more fleshy.
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« Reply #127 on: August 18, 2008, 08:24:16 PM »

I still think the dwarf should have a thicker beard if he's going to be pulling things out of it
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Yigguth
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« Reply #128 on: August 18, 2008, 08:31:19 PM »

Yeah, we might have to drop the "pull-stuff-out-of-beard" concept; if we want the dwarf to be short, his beard will have to shrink accordingly, else he'll be nothing BUT beard.

I don't think we should drop the unique concept just because the new sprite has a smaller beard. Besides dwarfs are supposed to have huge beards, do a google image search for "dwarf" and you will not find one dwarf with a beard that isn't at least half the size of his body
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Eclipse
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« Reply #129 on: August 19, 2008, 12:01:25 AM »



 Kiss

maybe you could make the bear hanging a bit like i did here?
seems a bit static now, great work on the legs and i like the hands
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<Powergloved_Andy> I once fapped to Dora the Explorer
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« Reply #130 on: August 19, 2008, 12:57:05 AM »

Yeah, the hands are really cool, but the upper body looks strange... it moves up and down perfectly, with only the legs actually moving.
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« Reply #131 on: August 19, 2008, 04:43:36 AM »

If you flip through the pages of this thread and watch how the dwarf sprite has progressed, it's nothing short of awesome Kiss

But, I'm not too sure about the "pulling stuff out of his beard" thing. For one, there's nothing in DF which motivates that concept. And, it would probably be very hard to get the idea across visually in just one or two frames. So, I say the beard is big enough (it's basically half his body's length).

+1 on the beard needing to move in the idle animation. Looks delicious.
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Massena
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« Reply #132 on: August 19, 2008, 06:40:09 AM »

Also, it strikes me as odd that the reflections on the helm don't move with the helm.
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Corpus
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« Reply #133 on: August 19, 2008, 09:48:32 AM »

What, really? Reflections change as the reflecting object moves.
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neon
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« Reply #134 on: August 21, 2008, 03:07:26 AM »

Actually I sort of like the idea of a single-jumping character. But it could be an awesome-powerful jump that makes up for the distance not had by a double-jump. I mean, come on, their legs may be short but they're packed, just packed with those huge dwarven muscles. Also, maybe springs or another dwarven contraption could pop out. I do think a recovery move would be nice though. Maybe if he uses the pickaxe in midair he twirls it around for a little helicopter effect to gain some height?

Also, totally randomize the rocks that pop out by vS. Denser ore won't fly as far but will do heavy damage.


yeah, the "yoshi effect".. one jump that's really powerful.  i think he should have a move to get back to the stage where he lunges for the edge with his pickaxe and climbs back on.  i guess this could be an aerial attack where he hits someone with his pickaxe..  i don't know.  just throwing out ideas.  i didn't read the whole thread, so somebody else might have said this already.
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« Reply #135 on: August 21, 2008, 11:39:43 AM »

No I think the dwarf should have a double jump... I do however think the Sexy Hiker should only have one
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godsavant
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« Reply #136 on: August 25, 2008, 07:24:59 PM »



There.

Alas, TIGgers, I must bid thee adieu; college crunch time is going to really cut into my schedule, and I've been KIND OF slacking off as it is, so I leave the Dwarf in your capable hands.

Good luck on the project, guys.
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MekanikDestructiwKommando
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« Reply #137 on: September 01, 2008, 06:35:17 PM »

Procedurally generated ASCII stage, right?
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« Reply #138 on: September 03, 2008, 05:35:38 PM »

Procedurally generated ASCII stage, right?
:D Because procedurally generated stages work best in fighting/semi-platforming games, right?
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Xion
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« Reply #139 on: September 03, 2008, 06:40:52 PM »

who's tried?
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