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PostPosted: Mon Dec 08, 2008 12:52 pm 
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The paperdolls are done really well, but the shield looks completely different in some frames.

Good job so far, I can't wait to see more done.

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PostPosted: Mon Dec 08, 2008 7:02 pm 
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Rory wrote:
The paperdolls are done really well, but the shield looks completely different in some frames.

Good job so far, I can't wait to see more done.


Hmm now that I've gotten some sleep, I see what you mean ^_^ I'll go back and work on polishing the shield design today after I finished these other tiles I've been working on. When I finish the shield I'll start working on a secondary sword for dual wielding.

Also edited original post to contain the video clip, so that readers can more easily find and watch the development.

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PostPosted: Fri Dec 12, 2008 11:38 am 
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Alright, so I finished PDing basic plate Helm & Gauntlets, I compiled an image below with the stages of equipment.

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Could anyone share your opinions & advice on how I can improve them before I move on to PDing Boots, Legs & Chest?

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PostPosted: Fri Dec 12, 2008 4:46 pm 
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Vortigem wrote:
Alright, so I finished PDing basic plate Helm & Gauntlets, I compiled an image below with the stages of equipment.

Image

Could anyone share your opinions & advice on how I can improve them before I move on to PDing Boots, Legs & Chest?


Everything looks fine, but just the sword needs to be more sharp/pointy.

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PostPosted: Fri Dec 12, 2008 7:31 pm 
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TonyNooblet wrote:
Everything looks fine, but just the sword needs to be more sharp/pointy.


No worries, this sword is considered to be a broad sword. I have a 'Sharper' sword PD as well. I was just partial to this sword for some reason.

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PostPosted: Fri Dec 12, 2008 7:38 pm 
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Vortigem wrote:
TonyNooblet wrote:
Everything looks fine, but just the sword needs to be more sharp/pointy.


No worries, this sword is considered to be a broad sword. I have a 'Sharper' sword PD as well. I was just partial to this sword for some reason.


Oh, very well then.

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PostPosted: Sat Dec 13, 2008 10:21 am 
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Woot! I'm completed a base example of platemail! I think its quite an improvement over my previous PD work.
Also made slight changes to gauntlets.

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*edit* - slight detail

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PostPosted: Sun Dec 14, 2008 2:04 am 
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It looks really good.

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PostPosted: Sun Dec 14, 2008 3:04 am 
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timster0 wrote:
It looks really good.


Thank you timster.

More specifically however, I'm looking for ways to improve my sprites as I develop them so that they are as clean & polished as possible.


**spelling edit**

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Last edited by Vortigem on Sun Dec 14, 2008 6:55 am, edited 1 time in total.

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PostPosted: Sun Dec 14, 2008 3:25 am 
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Gets better each time, keep it up bro.

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PostPosted: Sun Dec 14, 2008 9:43 pm 
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Very well then, thank you Tony.





So, I took a break from PDing because I think it would be best to consider the minor animations I would like in Dawn of Light so that I can complete the PD's without having to go back and make additions for those animations.

Here is 'Sitting':
Image

But something looks wrong with it to me and I can't put my finger on it. I'm not sure if he looks entirely natural or comfortable.
Any ideas?

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PostPosted: Sun Dec 14, 2008 9:47 pm 
Maybe make his right leg (our left) stick out a bit further? Also, show him in front of a grass tile or something.


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PostPosted: Sun Dec 14, 2008 10:38 pm 
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He's sitting like a baby.

He should sit something like this: (dont mind the coloring, i was bored)
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PostPosted: Tue Dec 16, 2008 12:21 am 
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I think you need to move the right leg closer to his left leg.


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PostPosted: Fri Dec 26, 2008 1:14 am 
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Mate, would you like the code for better movement? It has standing in all directions, 2 walking frames up and down, one walking frame left and right, and one attack frame for every direction. A massive improvement over MS's evil base walking code of doom.


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PostPosted: Fri Dec 26, 2008 5:33 am 
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Fox wrote:
Mate, would you like the code for better movement? It has standing in all directions, 2 walking frames up and down, one walking frame left and right, and one attack frame for every direction. A massive improvement over MS's evil base walking code of doom.


:o Would I!? Absolutely!

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PostPosted: Sat Dec 27, 2008 1:09 am 
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Fox wrote:
MS's evil base walking code of doom.

A Very nice way to put it.

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PostPosted: Thu Jan 01, 2009 11:14 pm 
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While I work a bit more on sprite animations, I'd like to share how far the 'new' DOL tiles are coming along.
Below is the new 'Thick' grass, along with the new tree designs.

Please keep in mind that the new trees are shrub based, most likely to be placed in and around a major city or entrances. Next I will be creating new pine trees along with leafless trees.

Image

What are your thoughts thus far? How can I improve? I'm aware that the thick grass needs the edges softened a bit. I'll do that tonight when I have more time.

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PostPosted: Fri Jan 02, 2009 10:45 am 
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Quite decent.

Are those paperdoll items?

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PostPosted: Fri Jan 02, 2009 10:49 am 
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TonyNooblet wrote:
Quite decent.

Are those paperdoll items?


Thank you. Do you notice anything I should change relating to the trees or thick grass?

The sprite's equipment is indeed PD.

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PostPosted: Fri Jan 02, 2009 10:53 am 
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Everything's nice.

Although the Tree's trunk could be a bit more visible.

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PostPosted: Fri Jan 02, 2009 11:10 am 
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TonyNooblet wrote:
Everything's nice.

Although the Tree's trunk could be a bit more visible.


Extended the trunks
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***UPDATE***

Finished an alpha Large Tree:
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PostPosted: Fri Jan 02, 2009 10:13 pm 
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Yeah that's better.

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PostPosted: Fri Jan 02, 2009 10:25 pm 
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It was mentioned that trunk of the tree was odd looking, so I redrew it:
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PostPosted: Sat Jan 03, 2009 3:19 am 
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That tree's green color doesn't really go well with any other green.

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