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Enemy Battle Sprites

Posted: Wed Mar 07, 2007 1:54 pm
by Roots
I wasn't in the mood to write code today, so I decided to explore my artistic side. :) I made the three damage frames for the sprite below. I think they're decent, except I was having problems with the shading and structure on the final frame.

[img:512:128]http://www.allacrost.org/staff/user/roo ... arbora.png[/img]


By the way, we still have the following enemy sprites which need damage frames. It would be nice to seem some of them in the next demo. ;) I might get around to doing another one of them myself soon if no one else picks them up.

[img:256:256]http://allacrost.org/staff/user/safir-k ... celeon.png[/img] [img:180:256]http://allacrost.org/staff/user/safir-k ... garuda.png[/img] [img:192:256]http://allacrost.org/staff/user/safir-k ... adrake.png[/img] [img:192:192]http://allacrost.org/staff/user/safir-k ... cephal.png[/img] [img:320:256]http://allacrost.org/staff/user/safir-k ... akueli.png[/img]

Re: Enemy Battle Sprites

Posted: Wed Mar 07, 2007 2:41 pm
by Jetryl
Roots wrote:I wasn't in the mood to write code today, so I decided to explore my artistic side. :) I made the three damage frames for the sprite below. I think they're decent, except I was having problems with the shading and structure on the final frame.

[img:512:128]http://www.allacrost.org/staff/user/roo ... arbora.png[/img]
Actually, you did a perfectly good job on that.

Posted: Tue Apr 17, 2007 3:24 am
by Jetryl
New battle sprite, to go along with the scorpion map sprite we've had for a while:

[img:427:313]http://www.allacrost.org/staff/user/jet ... n-demo.png[/img]

I'll being doing the damage frames tomorrow, and I may as well tackle a few other battle-mode related things while I'm at it.

Posted: Tue Apr 17, 2007 3:51 am
by Jetryl
Jetryl wrote:I'll being doing the damage frames tomorrow, and I may as well tackle a few other battle-mode related things while I'm at it.
Or maybe I'll be doing them right now, because they're a lot easier than I'd expected:

[img:256:64]http://www.allacrost.org/staff/user/jet ... orpion.png[/img]

Committed as r679

Posted: Tue Apr 17, 2007 4:08 pm
by Roots
Sweet. :approve:


Anyone else notice that all our enemies in the game so far start with the letter 's'? snake, slime, spider, skeleton, scorpion. :eyespin: There's a conspiracy going on here :uhoh:

Posted: Tue Apr 17, 2007 4:55 pm
by Jetryl
Roots wrote:Sweet. :approve:


Anyone else notice that all our enemies in the game so far start with the letter 's'? snake, slime, spider, skeleton, scorpion. :eyespin: There's a conspiracy going on here :uhoh:
I wonder how long we could keep that up. :eyespin:


I'm actually working on wiring this guy into the game - I think I've got the relevant data files figured out, and I'll make the scorpion map sprite trigger a mix of scorpions and spiders.

Posted: Tue Apr 17, 2007 5:33 pm
by Jetryl
Jetryl wrote:I'm actually working on wiring this guy into the game - I think I've got the relevant data files figured out, and I'll make the scorpion map sprite trigger a mix of scorpions and spiders.
:bang: No, I don't have the relevant data files figured out. I added a monster reference to ~/allacrost/demo/dat/actors/enemies_set_01.lua, and also the appropriate number to the ~/allacrost/demo/dat/maps/demo_town.lua But it ain't showing up in battle.

Ah, well. If someone who can answer my questions gets into IRC, we'll figure this out.


In other news, I've committed r681, which is stamina icons for all the monsters on this page - even the ones we don't have damage frames for.

Posted: Tue Apr 17, 2007 11:40 pm
by Jetryl
excerpt from enemies_set_01.lua :

Code: Select all

enemies[5] = {
	name = "Scorpion",
	filename = "scorpion",
	sprite_filename = "img/sprites/battle/enemies/scorpion.png",
	sprite_width = 64,
	sprite_height = 64,

	
	base_stats = {
		hit_points = 10,
		skill_points = 10,
		experience_points = 5,
		strength = 10,
		vigor = 0,
		fortitude = 8,
		protection = 4,
		agility = 10,
		evade = 2.0
	},

	growth_stats = {
		hit_points = 10.0,
		skill_points = 10.0,
		experience_points = 5.0,
		strength = 10.0,
		vigor = 0.0,
		fortitude = 8.0,
		protection = 4.0,
		agility = 10.0,
		evade = 2.0
	},

	attack_points = {
		[1] = {
			name = "Head",
			x_position = 26,
			y_position = 23,
			fortitude_bonus = 0.0,
			protection_bonus = 0.0,
			evade_bonus = 0.0
		},
		[2] = {
			name = "Chest",
			x_position = 39,
			y_position = 26,
			fortitude_bonus = 0.0,
			protection_bonus = 0.0,
			evade_bonus = 0.0
		},
		[3] = {
			name = "Legs",
			x_position = 48,
			y_position = 14,
			fortitude_bonus = 0.0,
			protection_bonus = 0.0,
			evade_bonus = 0.0
		}
	},

	skills = {}
}

Posted: Wed Apr 18, 2007 12:43 am
by Jetryl
The following image was committed as r683:

[img:720:256]http://www.allacrost.org/staff/user/jet ... garuda.png[/img]

Posted: Wed Apr 18, 2007 1:55 am
by Jetryl
S-K's sprites are, other than this one little thing, fucking amazing. "This one little thing" was the flames on the daemarbora.

How I did this is simple; it's based on how light works. Fires can only be seen because they are brighter than their surroundings - I simply made the darker parts of the flame more transparent. (I also added another "ring" of an even darker color in the yellow->orange series outside of the orange.)

For a final bit of sparkle, I magic-wand selected all the brightest colors, duplicated them in a layer put above the other ones, and set it to screen, which brightens things with a hazy look to it; it works for light bloom (I'm a bit unclear on the technical specifics, though I have my theories).


So, now you know how to do it, too. :approve:

[img:427:313]http://www.allacrost.org/staff/user/jet ... -tweak.png[/img]

Posted: Wed Apr 18, 2007 11:49 am
by Roots
Woah, that fire looks unreal! Nice job :approve:

Posted: Wed Apr 18, 2007 1:32 pm
by Roots
http://svn.sourceforge.net/viewvc/allac ... iew=markup


Here is a partially complete deceleon that I committed. The final damage frame hasn't been worked on yet (its a copy of the original frame currently). I added bruising, cuts, and cracks in the armor, but I think they might be too subtle for the player to really notice. I had an idea of detaching that little tube on the back of its head for the last frame and having some kind of liquid substance spew out from it.


If anyone wants to take a shot at finishing this, be my guest.

Posted: Wed Apr 18, 2007 4:07 pm
by Jetryl
Roots wrote:If anyone wants to take a shot at finishing this, be my guest.
:huh: Over the next day or so, I'm just going to tie up this loose end - I'll finish all the damage frames for all the sprites. It's just nutty to leave these undone.

Posted: Fri Apr 20, 2007 2:29 pm
by Jetryl
Aurum-drakueli finished. Only ~2.5 sprites left to go.

http://svn.sourceforge.net/viewvc/allac ... iew=markup

Posted: Fri Apr 20, 2007 3:07 pm
by Rain
Jetryl, I agree that the flames on that tree are really the only part of Safir's sprites which seemed a little unfinished. I love the blur effect that you've added to them! They do seem to glow. Good work with all of these recent contributions!

Posted: Fri Apr 20, 2007 7:10 pm
by Roots
Jetryl wrote:The following image was committed as r683:

[img:720:256]http://www.allacrost.org/staff/user/jet ... garuda.png[/img]
This image is incorrect. Each frame should be a 192x256 pixel image, however the total horizontal space of all four frames combined is720, which is not 192 * 4 (which equals 768). I just examined the image closely in the GIMP and noticed that the frames are not properly aligned on the 64x64 pixel grid. I'd fix this myself, but I'm confused as to where the proper position alignments are now. :|

Posted: Fri Apr 20, 2007 7:27 pm
by Jetryl
Roots wrote:
Jetryl wrote:The following image was committed as r683:

[img:720:256]http://www.allacrost.org/staff/user/jet ... garuda.png[/img]
This image is incorrect. Each frame should be a 192x256 pixel image, however the total horizontal space of all four frames combined is720, which is not 192 * 4 (which equals 768). I just examined the image closely in the GIMP and noticed that the frames are not properly aligned on the 64x64 pixel grid. I'd fix this myself, but I'm confused as to where the proper position alignments are now. :|
:axe: I see. I'll fix this later tonight. Shame on me.

Posted: Sun Apr 22, 2007 2:34 am
by Jetryl
:devil: All done. Every base battle sprite we have has been committed with a stamina portrait, and damage frames. (I just took care of the arcana-drake, aerocephal, and the remaining stuff on the deceleon; as well as the aurum-drakueli I did earlier).

Posted: Sun Apr 22, 2007 2:54 am
by Roots
awesome. I'll make the definition files for each of them so that they may be used in battle :D

Posted: Sun Apr 22, 2007 3:36 pm
by Roots
The shadow on the third frame of deceleon is incorrect. Its too dark compared to the shadows of the other three frames.