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Tuesday, August 7, 2018 - 15:21

For the record, the reason I don't generate finished sheets and just load all the equipment into memory and generate it in game is because in my game when you change equipment, it changes your sprite. so it would require millions of sprite sheets if I wanted to use the generator 

Tuesday, August 7, 2018 - 07:44

Damn, I should have read that submission text more carefully. Scratch my cape. My work on the necktie, though, is great. I made it look great for both male and female. Will be doing Cape clip soon too

Tuesday, August 7, 2018 - 07:37

It has gaps in down dir frames. I just overlaid it over the female cape and it seems to work. Maybe it was designed as an extension to female? On its own though it's incomplete. On the down frames you can see It wrap around legs but gap between torso and arms, where you should see cape, possibly edge of it but still something 

Tuesday, August 7, 2018 - 07:23

Evert, I think I understand something now. If a spiky armor is messing up your cape, you are drawing the cape to the wrong layer. Simply draw the cape behind the player for that frame. That doesn't require differerent sheets though. 

Tuesday, August 7, 2018 - 07:16

Evert, I don't see what you mean about the cape. The cape cutout works perfectly with bracers, with everything else in the set. Two sheets will do nothing but take up space and slow down CPUs. It sounds like you think one cape can be made that fits both sexes, it won't.The body types are different and the cape will look goofy for one of them.

 

Castelonia, the male cape on the repo doesn't come close to fitting, the JeidynReiman cape is why I started making my own cape/necktie in the first place

Monday, August 6, 2018 - 18:52

Here is an example of the mask. This represents where hair can be drawn for ANY hairstyle for the male chain hood. It assumes any long hair would be tucked inside the hood, which is reasonable enough, right?Chain Hood Hair Mask

Monday, August 6, 2018 - 17:20

Everything in my collection with the exception of chin/torso combos, lizard/hat combos hair/hat combos.

The lizard thing is sprite specific and can't be fixed dynamically, but the chin problem can be solved with the drawing heads separately like your method but also with masking method I plan to come up with for hair. I'm hoping that I can have it be as simple as a defined rectangle within the sprite, origin top left 0,0 and just define a rectangle with range 0-63 for x and y of where it is ok to draw hair. unfortunately some may require more than 1 rectangle. My engines clippers can handle it no problem, is that something you could easily implement into the generator, Evert?

 

Also, I've been working on a universal cape, it just needs a little more work. The cape NEEDS to be drawn over the body because it has parts that overlap feet; the cape exists in the background and foreground, so the cutout still makes sense unless you want to have 2 sheets and do 2 draws.

Monday, August 6, 2018 - 10:25

There is a similar problem with hair and helmets/hatz, especially the bandana. I am going to make masks showing where hair can and can't be drawn, and each helmet will need it's own mask.  Most game engines can load up such masks quickly and easily and clip sprites for you. A similar process can be used for the orc and other issues. As far as arms and legs oh man I so agree. I've considered making layered arms and legs, which would allow for the creation of new and more diverse animation cycles, without making more of a headache for artists. The arms and legs can be anchored to an origin. The same method should apply to hats. Most hats are just 3 images,  one is mirrored and then those 4 just get pasted in the right space. weapons and hats would be much simpler to define

Saturday, August 4, 2018 - 03:03

Some shoe styles look better drawn above certain pants, and some look better below. Robe skirt should be drawn over all footwear, of course, but the female tall boots (which I widened and adapted to male) look better drawn over the pants (cowboy style)

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