$12256 / $11500
I've been working on tiling a "dungeony" area of my (eventually) upcoming MMO, and found myself in need of some blood puddles and splatters. I looked around and couldn't find anything that fits with LPC. Any suggestions or leads?
-Sincerely
FiveBrosStopMosYT
There are some blood splatters and puddles in the Dungeon Crawl stuff. The tiles are the same size, but the style is not a complete match. Yes/No?
--Medicine Storm
Thanks! Just what I was looking for!
screenshot_23_1.png 89 Kb [0 download(s)]
That looks good indeed! I have been looking also for some "impact effects", could be blood, in order to animate on the character when it is hit by an arrow or sword for example. Did you by any chance find something for that as well?:)
Not in the pack MedicineStorm recommended, but there is this submission here that might work.
Or this one. Sinestesia has quite a few great impact effects.
--Medicine Storm
Also, castleonia, the blood puddles I used could be great to indicate where a character was hurt, or where one died.
I did a bunch of impact effects using the LPC palete, here and here. There is a lot there. It's all designed to be run at a higher framerate than the gifs show (because I couldn't figure out how to make good gifs...). It doesn't have that lovely cartoony look of LPC, though, so it might not be what you want, but it worked well for me.
Also, I agree with castletonia, that is a very fine screenshot
Thanks idiotmachine, the screenshot shows a small part of the castle, I'm thinking of starting a thread for updates of the areas I get done.
As for the explosions, they could work nicely, especially if the pallete was changed to white for generic impact, or red for blood.
No suggestions for blood splatters, just wanted to say those animations from theidiotmachine look great, and I am excited about your project FiveBrosStopMosYT! A grisly scene for sure!
Also wanted to mention that the windows on the round parts of the castle look pretty strrange, since they were intended to be for diagonal walls. I should make some proper curved windows for the castles... (There are a few curved windows in the Victorian Buildings set, but they are not really the same style as the castle buildings).
Yeah, I agree about the windows, I'll check out those ones in the victorian pack and see if I can recolor them in piskel or something, also, thanks for the compliment, the lore for those altars is that they are where the evil cultists sacrifice their captives to their overlords, turning them into zombies. The altars are just before a pretty large fortress.
How are these for clashes? (Sorry they are so tiny, I continue to be not very good at gifs)
whitesparks-3.gif 776 b [9 download(s)]
whitesparks-4.gif 727 b [4 download(s)]
whitesparks-5.gif 720 b [3 download(s)]
whitesparks-3.png 436 b [2 download(s)]
whitesparks-4.png 347 b [0 download(s)]
whitesparks-5.png 327 b [1 download(s)]
Nice!
Oh cool. Blood is a bit harder, my particle physics renderer doesn't really have a decent setting for that. I'll have a play.
Yeah, these may be exactly what castleonia was looking for, you should definetly post the finals, someone's bound to be looking for something like this, I may even end up using them.
Cool stuff indeed! I will give them a try in game and if you have something for blood, please let me know :)
So blood is hard.
I got some reasonably splattery effects fairly easily. That's the first gif. The idea there is that the last image in the animation can be left as a decal, and it's quite nice.
The problem comes when you try and add it to the LPC character. First, there is no 'hit' animation, which meant there was nowhere to tie the impact to. Secondly, blood is very 3D, but the character fills up the space and it looks terrible.
But, look, here is an attempt. There is a demo which is the second gif; I used a home-rolled sorta impact anim (using the necromancer, who seems to have come from the generator and is a pretty typical character) and then I have added in the two animations which make it up. The idea is that there is a foreground animation (20) which you put in front, and then a background animation (21) which you put behind, and which ends up as the decal. You wouldn't move it with the character, you'd just spawn in a single location, and then if they are moving you should get the full 3d effect with a nice splatter behind.
I have been staring at this for so long I can't tell if it's any good anymore (I think probably it isn't), so I'm going to put it up here and you can tell me what you think. On the plus side: I am now much better at gifs! Also, I made an explosion to test my particle renderer rewrite, and it's rather good. LMK what you think.
blood-3d-1.gif 16 Kb [2 download(s)]
blood-3d-2-demo.gif 93.9 Kb [2 download(s)]
blood-3d-20.png 512 b [0 download(s)]
blood-3d-21.png 743 b [0 download(s)]
bang-3d-1.gif 24.3 Kb [4 download(s)]
Looks good!
Thanks for the explanation! I understand now why it is hard. I didnt think about it too much like that, but it makes a lot of sense what you are saying. Maybe the best way then to currently use such a hit effect, is when the character that is hit dies. Because at that point there is some form of hit animation ongoing.
I will try it out coming days, will share you my results if you like!
Thanks again :)