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TIGSource ForumsCommunityDevLogsMoonQuest
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Irock
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« Reply #2400 on: May 15, 2014, 12:40:40 PM »

moonman looks creepy with that helmet on.

Please allow us to equip a moonman facemask over spooky helmets.
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_bm
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« Reply #2401 on: May 15, 2014, 07:40:39 PM »

Wow! That makes such a big difference in visual damage!  Coffee
That mask is pretty badass, in my opinion.
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Derqs
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« Reply #2402 on: May 16, 2014, 11:07:03 AM »

Love how this is coming along!
I like the look of the ent, but he doesnt really looks heavy enough, also because he walks so fast. I think a walkcycle like this would make him look a lot more stronger
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eigenbom
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« Reply #2403 on: May 16, 2014, 09:29:43 PM »

Thx guys, yep it's feeling so much better now.

@derqs Cute animation! I'll try to improve my guys walk cycle, thx.
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Noogai03
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« Reply #2404 on: May 16, 2014, 11:19:49 PM »

Yeah, Ents are supposed to be extremely heavy with very rigid joints, so they lumber about slowly and attack slowly with massive force (think of the first major boss from Dark Souls 2

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Skip to about 1 minute in.
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So long and thanks for all the pi
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« Reply #2405 on: May 16, 2014, 11:38:46 PM »

The new scale thing makes it look much better! Smiley  Kiss
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skittlefuck
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« Reply #2406 on: May 17, 2014, 01:17:33 AM »

This looks super awesome   Addicted
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Rat Casket
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« Reply #2407 on: May 17, 2014, 09:58:39 AM »

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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poe
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« Reply #2408 on: May 17, 2014, 12:10:39 PM »

Screenshake with steps on big monsters nearby.
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eigenbom
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« Reply #2409 on: May 17, 2014, 06:33:08 PM »

All good feedback! A bit of step-screenshake could be effective (I already screenshake when the big guys land from jumping), and I'll hold the feet in place for an extra frame. Also some dust or particles would add to it, as would some sound.

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile

+1
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eigenbom
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« Reply #2410 on: May 19, 2014, 10:47:13 PM »

Update: Cleaned up the lighting system, added simple flare effect.




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_bm
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« Reply #2411 on: May 20, 2014, 05:49:19 AM »

Holy crap! That's amazing! I bet it's even better in motion.
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Quarry
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« Reply #2412 on: May 20, 2014, 08:07:15 PM »

It turned from that ascii game to something completely different
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SafetySnail
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« Reply #2413 on: May 20, 2014, 09:43:05 PM »

This is looking absolutely amazing. The juice that bounciness in the hit gives really brings the combat to life and the pixel art is looking sweet! Totally agree that the ent looks way too agile though, there's something strange about something so large moving that quickly.
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« Reply #2414 on: May 21, 2014, 03:55:25 AM »

Looking gorgeous ! Smiley
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gimymblert
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« Reply #2415 on: May 21, 2014, 12:45:36 PM »




they see me rollin'
That's a nice dance he is doing, I bet he's walking to raggae
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eigenbom
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« Reply #2416 on: May 21, 2014, 09:33:22 PM »

Hey @armi haven't seen you in a while!

Update: Improved lighting a bit more. Added some light emitting things, like the stack of flaming skulls, the glowing egg, etc. Made the guardian's (ent) walk cycle more solid, with small screen shakes every step, etc.

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barneycumming
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« Reply #2417 on: May 22, 2014, 04:09:13 PM »

the new art looks amazing as always- i'm really impressed by the variety in environments- always looking so rich with unique detail Smiley keep it up!

@bino yep, the same tricks will work in 3d, though squash scaling a whole character won't suit a lot of 3d art styles, but you should be safe as long as you don't set the values too extreme... also toggling values at hard set times like that mixes well with pixel art due to the low frame rate, but in 3d you'd often want to give it some interpolation between the squashes to match the generally smoother animations.  there are a lot of little tricks, and the ones for 3d are a little different- there are some cooler things you can do with animation blending or additive bone rotation overrides and stuff but it's a but lengthy to go into in this thread Smiley if i write up a blog thingy about it i'll let you know!


my 2cents on the tree walk animation- i like what you've got!  the more over-the-top body and leg movements of that gif suggestion look nice and animaterly, but what you've got is probably better to keep the hitboxes and damage boxes much more stable, and i think it looks sweet!

i do prefer the classic red "take damage" flash from the earlier gif to the whitish one, but that's just personal preference, and i don't know all the different stuff yo might be trying to communicate with different color flashes etc

lighting looks great btw, lovely atmospheres!



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eigenbom
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« Reply #2418 on: May 22, 2014, 04:33:34 PM »

Right, yeah I couldn't decide between white and red flash, thx for your opinion. Here's the current guardian walk cycle, and a gif of the lighting/fire etc in action. Have a good weekend everyone, I'm working on random sprites today. Smiley



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_bm
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« Reply #2419 on: May 23, 2014, 06:20:27 AM »

Moonman is looking more and more atmospheric!

I think it's a bit weird how tree dude's spear only moves horizontally while he walks. It should swing with the motion of his arm. Not that big of a deal though.

If I'm playing a game and this massive, scary-looking tree dude with a spear as big as I am starts rumbling towards me, I'm gonna be a little freaked out.

Good work! The more .gifs and screenshots you give us the more I just want to play the damn game.  Smiley
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