I noticed a lot of people downloaded my library, but not many people commented about it. Anyways, I went ahead and put it to use in Maeva. Made a really quick way to import several spritesheets at once for multiple-state mobs. The result? Animated goblins riding on animated drakes equipped with tack, giant rats that actually run around, and gelatinous cubes that jiggle and lean in the direction they're sliding. Humanoid icons are also animated now. Animation is pretty much limited to movement, as I didn't feel like positioning weapons for attack animations, however, I may create them for creatures that do not use weapons, and definitely for large mobs like dragons, eventually. There's still plenty of pixel-based animation to make up for the lack of official "attack frames". I left out flinching, as I just have things jiggle when taking damage, and they are covered with a damage counter anyways, so you wouldn't really see the animation. Let me know what you think of my more pixel-by-pixel shading approach to mobs, too. (as opposed to the lighten/darken tool used with previous mobs)
ID:4804
Oct 23 2005, 5:57 pm
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I noticed a lot of people downloaded my library, but not many people commented about it. Anyways, I went ahead and put it to use in Maeva. Made a really quick way to import several spritesheets at once for multiple-state mobs. The result? Animated goblins riding on animated drakes equipped with tack, giant rats that actually run around, and gelatinous cubes that jiggle and lean in the direction they're sliding. Humanoid icons are also animated now. Animation is pretty much limited to movement, as I didn't feel like positioning weapons for attack animations, however, I may create them for creatures that do not use weapons, and definitely for large mobs like dragons, eventually. There's still plenty of pixel-based animation to make up for the lack of official "attack frames". I left out flinching, as I just have things jiggle when taking damage, and they are covered with a damage counter anyways, so you wouldn't really see the animation. Let me know what you think of my more pixel-by-pixel shading approach to mobs, too. (as opposed to the lighten/darken tool used with previous mobs) |