01-03-2014, 05:29 AM
(This post was last modified: 10-19-2021, 03:13 AM by DerVVulfman.)
@yamina-chan : A choice box with a time limit? For XP? Rather like the idea, if some quiet time is granted to me I'll look into making the script. It's a mod to one of the interpreter methods, I think command_102 or something, is what you'll need.
Update: Proving difficult indeed. Looked through Interpreter and Window_Message, haven't figured out what angle to approach it at. You already have some of the code laid out that almost does the job? I could look at it and try to see what else can be done.
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Been busy with a bunch of graphics work, revising older pieces, mostly character face graphics (especially the leading ladies ;D) Assuming my avatar is the blonde hair, blue eye girl, that's the one I've had to do the most work with. Still kinda tweakin' it, getting closer to satisfied with the look. Might start the Hellraizer animations next. Procrastination. He's a big sprite, they always tend to be the most work. If I don't start him tonight, might detail the other tier 1 monsters, or start tier 2. Anything goes I suppose.
Update : Yeah, I did decide to start the 2nd tier of enemies after all!
There is going to be lots of rough work, will probably have a whole series of battlers in cycle 1 (drafting) before I actually apply detail. Not pictured with the scorpion is the fact that I've got a skeleton connecting all the legs to the central part underneath the body, and each limb and joint has their own layer so it can get individual attention in the shading and detailing stage. Here is an older but more detailed sprite from a year or so ago.
^The downfall of this particular battler is that, from the very first frame, the whole thing was completely fleshed out from the start. which makes it a pain in the ass to create new animation frames. Taking the much simpler approach I've been doing lately (and keeping layers for each limb) gives me the freedom to focus on motion without having to mentally stress about immediately fixing details for each frame as that can be done at a later stage.
With that said, even though I've not had much luck with the third dimension of graphic design, watching animation rigging tutorials has done wonders for my own personal techniques. The more and more I work at it, I've kept samples and notes on various build stages which I plan to one day organize into a proper style guide for 2D animated detailing. Still, need to get more comfortable with complex movement and anatomy before I go teaching/preaching these methods.
Also did upload some new music to soundcloud. Just clicking the top one ("Gang Lands") should auto-play them all. I've got nearly six hours of tunes now, can't be bothered to upload them all @_@
Other recent tracks are "Into the Void", "Midnight Hour", "Cyberkill" and some others.
Tomorrow (today o.o !!!) is another day, might keep it brief in IRC tonight so I don't lose momentum.
Update: Proving difficult indeed. Looked through Interpreter and Window_Message, haven't figured out what angle to approach it at. You already have some of the code laid out that almost does the job? I could look at it and try to see what else can be done.
-
Been busy with a bunch of graphics work, revising older pieces, mostly character face graphics (especially the leading ladies ;D) Assuming my avatar is the blonde hair, blue eye girl, that's the one I've had to do the most work with. Still kinda tweakin' it, getting closer to satisfied with the look. Might start the Hellraizer animations next. Procrastination. He's a big sprite, they always tend to be the most work. If I don't start him tonight, might detail the other tier 1 monsters, or start tier 2. Anything goes I suppose.
Update : Yeah, I did decide to start the 2nd tier of enemies after all!
There is going to be lots of rough work, will probably have a whole series of battlers in cycle 1 (drafting) before I actually apply detail. Not pictured with the scorpion is the fact that I've got a skeleton connecting all the legs to the central part underneath the body, and each limb and joint has their own layer so it can get individual attention in the shading and detailing stage. Here is an older but more detailed sprite from a year or so ago.
^The downfall of this particular battler is that, from the very first frame, the whole thing was completely fleshed out from the start. which makes it a pain in the ass to create new animation frames. Taking the much simpler approach I've been doing lately (and keeping layers for each limb) gives me the freedom to focus on motion without having to mentally stress about immediately fixing details for each frame as that can be done at a later stage.
With that said, even though I've not had much luck with the third dimension of graphic design, watching animation rigging tutorials has done wonders for my own personal techniques. The more and more I work at it, I've kept samples and notes on various build stages which I plan to one day organize into a proper style guide for 2D animated detailing. Still, need to get more comfortable with complex movement and anatomy before I go teaching/preaching these methods.
Also did upload some new music to soundcloud. Just clicking the top one ("Gang Lands") should auto-play them all. I've got nearly six hours of tunes now, can't be bothered to upload them all @_@
Other recent tracks are "Into the Void", "Midnight Hour", "Cyberkill" and some others.
Tomorrow (today o.o !!!) is another day, might keep it brief in IRC tonight so I don't lose momentum.