DD's Frankie emporium; terrain, units- evil a speciality...
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Re: DD's Frankie emporium; terrain, units- evil a speciality
I think it helps to put some dark regions in it. Just adding more bright/white stuff to the core may be good, but to make it stand out and not just look washed out or chalky, you'd need something to give it contrast. For example, the white fuzzy stuff in the second half of the animation could use a darker, saturated color around it, so try drawing that on another layer underneath the white stuff in your .xcf (assuming GIMP).Darker_Dreams wrote:The obvious answer is "more bright colors at the core" but it really seems to be more complex than that or I'm just not getting some aspect of how to build it.
I think what I just said is true, but I'd need to play around with it to be sure.
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- Drakefriend
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Re: DD's Frankie emporium; terrain, units- evil a speciality
Isn't a new Ancient Lich wanted? In my opinion your Lich-Lord is perfect for it.
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Re: DD's Frankie emporium; terrain, units- evil a speciality
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Re: DD's Frankie emporium; terrain, units- evil a speciality
btw, i like this thread.
i have several folders full of gfx-stuff and the content of this Thread is definately inside
i have several folders full of gfx-stuff and the content of this Thread is definately inside

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Re: DD's Frankie emporium; terrain, units- evil a speciality
Remember the Mage of Shadows back on page 6?
Weeeellll, I was wondering if you could maybe do a small favor for me, regarding those sprites? The character in my campaign that I'm using those sprites for is supposed to be younger, and his portrait doesn't have a beard, so do you think you could possibly trim the beard from the baseframe and animations?
If not, that's fine too, I can try to do it myself.

Weeeellll, I was wondering if you could maybe do a small favor for me, regarding those sprites? The character in my campaign that I'm using those sprites for is supposed to be younger, and his portrait doesn't have a beard, so do you think you could possibly trim the beard from the baseframe and animations?

If not, that's fine too, I can try to do it myself.
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Re: DD's Frankie emporium; terrain, units- evil a speciality
not sold on the new MoS yet. I'm not sure where to get a face I'll be happier with though, so this is what I've got for the moment.
The I've gotta say the skeletal horrors getting cooked up over in the RoW campaign art thread are going into my little closet of nightmares as some personal favorites. I figured the skull familiar was something cool as heck that I could throw something together for... I've got a couple ideas to try later as further development on it. (not least being figuring out how to add some TC that doesn't look dumb.)
edit; removed skulfamiliar.zip in favor of more complete version posted below.
The I've gotta say the skeletal horrors getting cooked up over in the RoW campaign art thread are going into my little closet of nightmares as some personal favorites. I figured the skull familiar was something cool as heck that I could throw something together for... I've got a couple ideas to try later as further development on it. (not least being figuring out how to add some TC that doesn't look dumb.)
edit; removed skulfamiliar.zip in favor of more complete version posted below.
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Last edited by Darker_Dreams on August 15th, 2010, 1:58 pm, edited 1 time in total.
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Re: DD's Frankie emporium; terrain, units- evil a speciality
For the flying skull, I think I could use the wings of the zombi bat.
Re: DD's Frankie emporium; terrain, units- evil a speciality
Yeah, better
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Re: DD's Frankie emporium; terrain, units- evil a speciality
Random aside; one of the bat frames has a pure black shadow rather than the purple (at least it did in the version I'm pulling the images from, it may have been fixed since.)
Feufochmar: The only reason I didn't is I completely drew a blank that existed. OTOH, if I get around to trying one of the bits I'm thinking about I'd need the other as a jumping off point anyway, so the work wasn't wasted.
Leid; I have no idea what you're trying to say, but my best guess is that even if I did understand it wouldn't be helpful.
Feufochmar: The only reason I didn't is I completely drew a blank that existed. OTOH, if I get around to trying one of the bits I'm thinking about I'd need the other as a jumping off point anyway, so the work wasn't wasted.
Leid; I have no idea what you're trying to say, but my best guess is that even if I did understand it wouldn't be helpful.
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SkelFamiliar.zip
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- Captain_Wrathbow
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Re: DD's Frankie emporium; terrain, units- evil a speciality
Looks fine to me. Thanks again! (BTW obviously, you'll be in the credits as an art contributor for the campaign.Darker_Dreams wrote:not sold on the new MoS yet. I'm not sure where to get a face I'll be happier with though, so this is what I've got for the moment.

Re: DD's Frankie emporium; terrain, units- evil a speciality
Hi, I noticed your flying skull. It looks great, but I'm a little bothered by its flapping cycle. I'm not sure if my suggestion for an alternative flapping cycle looks better, but here it is:
What I did:
- I presupposed that the animation depicts the skull flapping in place; "floating", not flying around in motion. If you presuppose that it's moving, flying forward in the air, your original animation fits better than this.
- Aligned the skull, so that it moves in a straight line.
- Shifted the frames around so that the rising-and-falling cycle is more pronounced: it rises really quickly, and then slowly falls down (but it accelerates a bit due to gravity).
- Removed one of the frames (#2) in the rising arc, making the rise faster.
It looks a bit more "physical", though probably not realistic. On a hummingbird doing this, the wings would be too fast to see, and the body would look stationary, and bigger birds don't do it at all.
EDIT:
And another, less cartoony one. This one has one less frame in the upstroke again.
What I did:
- I presupposed that the animation depicts the skull flapping in place; "floating", not flying around in motion. If you presuppose that it's moving, flying forward in the air, your original animation fits better than this.
- Aligned the skull, so that it moves in a straight line.
- Shifted the frames around so that the rising-and-falling cycle is more pronounced: it rises really quickly, and then slowly falls down (but it accelerates a bit due to gravity).
- Removed one of the frames (#2) in the rising arc, making the rise faster.
It looks a bit more "physical", though probably not realistic. On a hummingbird doing this, the wings would be too fast to see, and the body would look stationary, and bigger birds don't do it at all.
EDIT:
And another, less cartoony one. This one has one less frame in the upstroke again.
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Re: DD's Frankie emporium; terrain, units- evil a speciality
it is interesting to see what the various flap cycles do to the motion, I just strung together the frames to make something originally.
inspired by some of the ancient lich discussions.
inspired by some of the ancient lich discussions.
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Re: DD's Frankie emporium; terrain, units- evil a speciality
That's too awesome again. 

Check out my sprites!
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Re: DD's Frankie emporium; terrain, units- evil a speciality
been meaning to post the first one, a fix to something I screwed up on the lich-lord, for ages. Also posting animations for the new, younger MoS.
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younger.zip
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- JackBarber
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Re: DD's Frankie emporium; terrain, units- evil a speciality
With the flapcycle thing for the familiar perhaps the top/more violent looking one could be a moving anim and the other a standin/idle?
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