lifemare Posted August 24, 2013 Share Posted August 24, 2013 I agree, but it looks therefore artificial, as you said like ''warpaint'', but where did he get it then? Thats is just my thinking when I look at it.The look sure is awesome!^ Relieved you guys liked it, i was a little apprehensive it might look too monstruous and not have that Burtonian sweetness to it.I did get that same feeling as you Millenium, from studying the preview i upped a bit. Body should have a few stripes aswell i agree. Easily done. I'll upload the final atlas in a few minutes.I was going to start the death anims now, simplex, could you tell me how to adapt your mod tool to work with the beefalo_shaved build? The beefalo build i'm working on doesn't have all the correct sprites, we'd really have to switch to another atlas on death.I expect the death anims alone will take as much if not a longer time to produce as the beefalo itself. But they're worth it!Speaking of switching between atlas, couldn't that be used to load separate sprites for a back view, simplex? Probably not, right? Since perspective isn't an event you can call... I just had to ask, dumb a question as it may be... Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300503 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 (edited) ^ Relieved you guys liked it, i was a little apprehensive it might look too monstruous and not have that Burtonian sweetness to it.I did get that same feeling as you Millenium, from studying the preview i upped a bit. Body should have a few stripes aswell i agree. Easily done. I'll upload the final atlas in a few minutes.I was going to start the death anims now, simplex, could you tell me how to adapt your mod tool to work with the beefalo_shaved build?Well, it doesn't need adapting. You'd just switch to another beefalo build and it'd keep working (because the animation set is the same).To change the animation build for the snailking, just go to scripts/snailking/prefabs/snailking.lua and change the lineanim:SetBuild("snailking_build")replacing "snailking_build" by the new build's name. The name of the shaved beefalo build is "beefalo_shaved_build", but you'll probably want Matt's tools to rename a copy of it and stick it in the anim/ folder of the mod. Speaking of switching between atlas, couldn't that be used to load separate sprites for a back view, simplex? Probably not, right? Since perspective isn't an event you can call... I just had to ask, dumb a question as it may be... No, change of orientation doesn't trigger anything. What could be done is override an animation symbol (the back symbol). But my bet is it'll look off. Edited August 24, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300535 Share on other sites More sharing options...
ARamblingSpider Posted August 24, 2013 Share Posted August 24, 2013 I don't know. I kind of like the war paint look it being face-only gives.The resemblance is uncanny. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300550 Share on other sites More sharing options...
ARamblingSpider Posted August 24, 2013 Share Posted August 24, 2013 I'm 99% done with the main sprites! This was tough!!! I'm up to my 12th take on the SK! Back and forth loading atlas and taking screenshots to zoom in on every nook and cranny to be sure there's no issues.The only thing missing now are the death animations. They're just two easy sprites, but i'm very tempted to use the beefalo hair growth to make a very gory shell-bursting and slime-spurting gloriously satisfying end for the Snailking! Will need a lot more hours still, but i'd love to make it happen.Do you guys think that would be a little too awesome much gore? Do you imagine we'll need the hair growth anims for some other purpose? Here's a preview of the latest build: I've had to make some changes i'm not too happy with, but were necessary to tie all the sprites together.Is it passable in terms of DS aesthetic?I like the idea of the SnailKing exploding,perhaps like the redhound explode into fire everywhere It explodes slurtle slime and broken shell bits all over the place? Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300553 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 I like the idea of the SnailKing exploding,perhaps like the redhound explode into fire everywhere It explodes slurtle slime and broken shell bits all over the place?I think that's the idea. Doing the flying bits is rather easy, but getting the body to look reasonably ok when exploding is a challenge. I think that's what @lifemare is working on. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300556 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 (edited) I think that's the idea. Doing the flying bits is rather easy, but getting the body to look reasonably ok when exploding is a challenge. I think that's what @lifemare is working on. Actually, no, i've been working on that damn last 1%. This is the best i've come up with so far and there's still stuff jiggling out of place, but i've come to a point where changing any sprite to accommodate one anim breaks another anim. I've tried using stripes on the body, MilleniumCount, unfortunately they get in the way of the two body sprites looking good together and they had to go.There's a few tiny imperfections i'll touch up before the final build, but major issues have all been fixed to the best of my ability. For now, i'd be very interested in hearing your opinions on how this looks: And here's the TEX and PNG. Well, it doesn't need adapting. You'd just switch to another beefalo build and it'd keep working (because the animation set is the same).To change the animation build for the snailking, just go to scripts/snailking/prefabs/snailking.lua and change the lineanim:SetBuild("snailking_build")replacing "snailking_build" by the new build's name. The name of the shaved beefalo build is "beefalo_shaved_build", but you'll probably want Matt's tools to rename a copy of it and stick it in the anim/ folder of the mod. No, change of orientation doesn't trigger anything. What could be done is override an animation symbol (the back symbol). But my bet is it'll look off. I'll see if that works, i've tried replacing the atlas in the SK build and when that failed to properly display ingame i replaced the binaries with the beefalo_shaved ones, but still got broken anims when spawning SKs. EDIT:Yup, just tried that and it fails aswell. SK doesn't spawn at all. Same problem i had when replacing sk binaries with beefalo_shaved ones (correction to my previous statement: replacing just the atlas causes broken anims, replacing all zip contents prevents spawning). Edited August 24, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300574 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 Actually, no, i've been working on that damn last 1%. This is the best i've come up with so far and there's still stuff jiggling out of place, but i've come to a point where changing any sprite to accommodate one anim breaks another anim. I've tried using stripes on the body, MilleniumCount, unfortunately they get in the way of the two body sprites looking good together and they had to go.There's a few tiny imperfections i'll touch up before the final build, but major issues have all been fixed to the best of my ability. For now, i'd be very interested in hearing your opinions on how this looks: And here's the TEX and PNG.It looks very good! The only thing I can think of is that his "neck" looks a bit dettached when he runs. The "mating taunt2" anim is quite problematic, of course, but we can just not use that (why would we, anyway?).And by the way, does he need to run? He's a snail, wouldn't it actually be better for him to just walk? (using ranged attacks like spitting goo when out of melee range)There's no need to fix every anim. Just the ones that are interesting to the snailking concept. Which anims will play and when is something up to us.I'll see if that works, i've tried replacing the atlas in the SK build and when that failed to properly display ingame i replaced the binaries with the beefalo_shaved ones, but still got broken anims when spawning SKs. EDIT:Yup, just tried that and it fails aswell. SK doesn't spawn at all. Same problem i had when replacing sk binaries with beefalo_shaved ones (correction to my previous statement: replacing just the atlas causes broken anims, replacing all zip contents prevents spawning).Did you rename the build? Without doing that it'll not work, both because the build name mismatches the file name and because there's already a build called "beefalo_shaved_build". Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300593 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 @lifemareSorry, I forgot about one detail: the new build also needs to be declared in the snailking's asset list, so it'll actually be loaded! :razz:I'm uploading the tweaked version of the mod. I called the new build (currently just a renamed "beefalo_shaved_build") "snailking_death_build". The build is specified as a configuration parameter of the mod (it's currently defaulting to the death build, to make testing easier). I quote the relevant portion of the configuration file, rc.lua:---[[--- Which build to use. Options are "snailking_build" and "snailking_death_build",--- the latter being based on the "beefalo_shaved_build".---]]--SNAILKING_BUILD = "snailking_death_build"Don't forget to remove the "--" in front of it if you'd like to change it.This version is using the latest art.Snail_King.zip Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300621 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 I like the idea of the SnailKing exploding,perhaps like the redhound explode into fire everywhere It explodes slurtle slime and broken shell bits all over the place? That would be great! If on top of all the goo coming out of the burst shell you could complement that with slime being projected all over the place, i'd be in gore heaven!Here's what i'm thinking: 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300631 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 That would be great! If on top of all the goo coming out of the burst shell you could complement that with slime being projected all over the place, i'd be in gore heaven!Here's what i'm thinking:Awesome. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300647 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 Actually, I can implement that transition already, so you can look at the global picture. You'd like the hair growth to go all the way in the original build, and then transition to the death build in the second one, right? Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300651 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 It looks very good! The only thing I can think of is that his "neck" looks a bit dettached when he runs. The "mating taunt2" anim is quite problematic, of course, but we can just not use that (why would we, anyway?).Yes! That's the problem. The body needs to be slim and tall for the "taunt" to work and THEN needs to be fat and short for the "chase" to work. No middleground. I suppose skipping one would root out the issue!!And by the way, does he need to run? He's a snail, wouldn't it actually be better for him to just walk? (using ranged attacks like spitting goo when out of melee range)There's no need to fix every anim. Just the ones that are interesting to the snailking concept. Which anims will play and when is something up to us.Or we could have two versions of that middle body sprite, if we use yet ANOTHER atlas which you can call for just the "chase" behaviour (since all other behaviours work well with the slim version of the sprite).@lifemareSorry, I forgot about one detail: the new build also needs to be declared in the snailking's asset list, so it'll actually be loaded! :razz:I'm uploading the tweaked version of the mod. I called the new build (currently just a renamed "beefalo_shaved_build") "snailking_death_build". The build is specified as a configuration parameter of the mod (it's currently defaulting to the death build, to make testing easier). I quote the relevant portion of the configuration file, rc.lua:---[[--- Which build to use. Options are "snailking_build" and "snailking_death_build",--- the latter being based on the "beefalo_shaved_build".---]]--SNAILKING_BUILD = "snailking_death_build"Don't forget to remove the "--" in front of it if you'd like to change it.This version is using the latest art.Awesome! Thanks, simplex!According to my storyboard for this we'd probably need 2 atlas: one for the "hair growth pre" and "hair growth" anims and another one for the "death" anim. Too much? Could you make that work? Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300653 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 Actually, I can implement that transition already, so you can look at the global picture. You'd like the hair growth to go all the way in the original build, and then transition to the death build in the second one, right?Yes plz! Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300657 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 No rush though. I'm signing off for today in a few minutes. I'll only need that tomorrow. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300675 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 (edited) No rush though. I'm signing off for today in a few minutes. I'll only need that tomorrow.It's almost done! The only thing I noticed is that the hair growing animation has a dull, idle moment at the end. So I'll skip the last frames to get it looking right. And I'll put that as a configuration option in case you feel the need to adjust it further.(but feel free to sign off and get it tomorrow, of course!) Edited August 24, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300685 Share on other sites More sharing options...
simplex Posted August 24, 2013 Share Posted August 24, 2013 (edited) Yes plz! Now the default build is the usual one, again. (I don't think there's a point changing that anymore, actually)Snail_King.zip Edited August 24, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300690 Share on other sites More sharing options...
lifemare Posted August 24, 2013 Share Posted August 24, 2013 It's almost done! The only thing I noticed is that the hair growing animation has a dull, idle moment at the end. So I'll skip the last frames to get it looking right. And I'll put that as a configuration option in case you feel the need to adjust it further.(but feel free to sign off and get it tomorrow, of course!)Now the default build is the usual one, again. (I don't think there's a point changing that anymore, actually)Beautiful!Thanks simplex! Will put that to good work during the weekend. See you soon! Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-300694 Share on other sites More sharing options...
lifemare Posted August 25, 2013 Share Posted August 25, 2013 (edited) Hi guys! Death anims are on the way. Need to get back to my studio and drawing tools tomorrow for the next steps. In the meantime, simplex, i've tried your latest SK tool and i think you might have uploaded the previous one a second time, since the rc.lua still has the same anim loops and the anim folder contains the 2 beefalo builds we were planning on using before (though for the death sequence we'll probably use those same ones).Either that, or there's a different console command instead of the "playskanims" that you forgot to tell me about, since that one goes through the same loops from previous releases... Edited August 25, 2013 by lifemare 3 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302185 Share on other sites More sharing options...
simplex Posted August 25, 2013 Share Posted August 25, 2013 Hi guys! Death anims are on the way. Need to get back to my studio and drawing tools tomorrow for the next steps. In the meantime, simplex, i've tried your latest SK tool and i think you might have uploaded the previous one a second time, since the rc.lua still has the same anim loops and the anim folder contains the 2 beefalo builds we were planning on using before (though for the death sequence we'll probably use those same ones).Either that, or there's a different console command instead of the "playskanims" that you forgot to tell me about, since that one goes through the same loops from previous releases...Aren't those still the builds we're using?But yeah, the death anim is hooked to... uhm... the snailking death. I implemented it how it should go "in practice". So to test it you'd spawn an snailking and then kill it (through killsk()). If you'd prefer an alternative testing method (such as a proper animation loop) I can do that. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302194 Share on other sites More sharing options...
TheDanaAddams Posted August 25, 2013 Share Posted August 25, 2013 Ahahahahaha!Fabulous! You've done a tremendous job, here.Wonderfully disgusting, gory death, so far. Well done! =3 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302195 Share on other sites More sharing options...
Rabbitfist Posted August 25, 2013 Share Posted August 25, 2013 Aren't those still the builds we're using?But yeah, the death anim is hooked to... uhm... the snailking death. :razz:I implemented it how it should go "in practice". So to test it you'd spawn an snailking and then kill it (through killsk()). If you'd prefer an alternative testing method (such as a proper animation loop) I can do that.i am really looking forward in this thread, its like christmas 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302196 Share on other sites More sharing options...
simplex Posted August 25, 2013 Share Posted August 25, 2013 And oh yes, @lifemare, I should really take a time from the technicalities to comment on how great the death sprites are looking. Very well done! 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302201 Share on other sites More sharing options...
lifemare Posted August 25, 2013 Share Posted August 25, 2013 (edited) Aren't those still the builds we're using?But yeah, the death anim is hooked to... uhm... the snailking death. :razz:I implemented it how it should go "in practice". So to test it you'd spawn an snailking and then kill it (through killsk()). If you'd prefer an alternative testing method (such as a proper animation loop) I can do that. Oh! Completely forgot about the "killsk" code! No need for any other method, that one is exactly what i need. @TheDanaAddams, @Rabbitfist, and @simplex:Thank you guys!!! I've been having a lot of fun with this. It's very time consuming, but so worth it! Can't wait to see it play ingame! Edited August 25, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302221 Share on other sites More sharing options...
Rabbitfist Posted August 25, 2013 Share Posted August 25, 2013 Oh! Completely forgot about the "killsk" code! No need for any other method, that one is exactly what i need. @TheDanaAddams, @Rabbitfist, and @simplex:Thank you guys!!! I've been having a lot of fun with this. It's very time consuming, but so worth it! Can't wait to see it play ingame!your welcome, the next question after he is done would be how to spawn him Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302224 Share on other sites More sharing options...
simplex Posted August 25, 2013 Share Posted August 25, 2013 Oh! Completely forgot about the "killsk" code! No need for any other method, that one is exactly what i need. @TheDanaAddams, @Rabbitfist, and @simplex:Thank you guys!!! :grin:I've been having a lot of fun with this. It's very time consuming, but so worth it! Can't wait to see it play ingame!I can't wait to kill it ingame and watch it burst into a pool of goo! Or, you know, the other way around.It's too bad other artists don't share your enthusiasm. In case you missed it due to your offline period, that discussion in the Challenge for the Mod Community thread went on for some more time, I created a thread in the Arts' forum asking the artists over there to share their views on modder/artist collaboration over here (by linking to the Challenge thread) and the only one that replied was Millenium. :razz:So... yeah. There are few artists around here who care about modding, like you do. 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/12/#findComment-302227 Share on other sites More sharing options...
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