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  Ünembra  (Read 33167 times)
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Offline sproingie

JGO Kernel


Medals: 202



« Reply #150 - Posted 2012-12-18 02:44:29 »

Oh-oh-oh what a feeling! Cheesy

(the ancient members of the board will get that one)
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #151 - Posted 2012-12-18 05:49:15 »

Oh-oh-oh what a feeling! Cheesy

(the ancient members of the board will get that one)


Wish I was an ancient member of the boards Sad

I got the basic sprite sheet uploaded to svn, so we can get rid of the paper doll guy (hopefully). And since I felt in the drawing mood, I tried out putting clothes on the female idle animation Cheesy

There's still like 10 more frames of this I'd have to do, but here's a hint of what it will be like when you equip items in the game:
Click to Play



-Pickle Smiley

Offline matheus23

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Medals: 109
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You think about my Avatar right now!


« Reply #152 - Posted 2012-12-18 16:41:10 »

Click to Play


THIS is really, really cool! Keep it up!

See my:
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Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #153 - Posted 2012-12-18 16:48:18 »

THIS is really, really cool! Keep it up!

Why thank you Smiley

When I get to item creation, I'll probably make you guys some unique items for all the help you've given me Cheesy


-Pickle

Offline Rorkien
« Reply #154 - Posted 2012-12-18 16:54:12 »

The clothes look awesome, but you gonna hide that epic hair of hers?

 Undecided
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
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Hand over your head.


« Reply #155 - Posted 2012-12-18 16:56:25 »

I'm mildly disappointed that this isn't going to be a game featuring a girl running around in her undies, all the time.

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Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #156 - Posted 2012-12-18 16:57:47 »

I'm mildly disappointed that this isn't going to be a game featuring a girl running around in her undies, all the time.


Well you don't have to collect any armor lol

-Pickle Smiley

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #157 - Posted 2012-12-18 16:59:00 »

The clothes look awesome, but you gonna hide that epic hair of hers?

 Undecided

Depends on the armor you wear... if you wear a hat/helm/cowl ... most likely. Tiara... probably not Smiley


-Pickle

Offline StumpyStrust
« Reply #158 - Posted 2012-12-19 00:04:06 »

May I request a whack-a-mole hammer? Always wanted one.

Oh and if you want a lot of players, you need to follow the mmo style of "less cloths means more armor." Once you are wearing nothing but a few strings, you have 99% damage reduction.

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #159 - Posted 2012-12-19 02:20:08 »

May I request a whack-a-mole hammer? Always wanted one.

Oh and if you want a lot of players, you need to follow the mmo style of "less cloths means more armor." Once you are wearing nothing but a few strings, you have 99% damage reduction.

Whack-a-mole hammer is do-able.

Wearing nothing = 99% damage reduction... I agree. (my wife hit me for agreeing)....lol.


Female Combat Idle Animation:
Click to Play

When you're in combat, you'll have a different animation for when you aren't attacking... this idle will display your weapon(s)/shield.

I don't particularly like it right now... I think I need to modify it a bit more before I detail it.

-Pickle Smiley

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Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 136
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Exp: 3 years



« Reply #160 - Posted 2012-12-19 03:18:25 »

I think you need more of the arms moving around, and a bit less of the crouching.
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #161 - Posted 2012-12-19 10:32:44 »

I think you need more of the arms moving around, and a bit less of the crouching.

Yeah... My wife came in and said it sucks so I'm re-doing it Smiley

I think the overall problem is if I'm going to do an attack with her in this stance, it won't look right... so I'm going back to the drawing board.

If you guys have any links to good idle animations, I'd love to see them as reference Cheesy


-Pickle

Offline Vladiedoo
« Reply #162 - Posted 2012-12-19 11:16:54 »

Perhaps you could record yourself doing the animations and then take out individual frames from the video so all you have to do is draw the original art, not figure out how to draw it.
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #163 - Posted 2012-12-19 12:27:04 »

Perhaps you could record yourself doing the animations and then take out individual frames from the video so all you have to do is draw the original art, not figure out how to draw it.

I tried your advice... however I didn't have a camera on hand so I did my moves in front of the mirror (nerdiest thing I've done by far...lol). I have a wire animation I'll toss up here tonight. The arms don't really move, but when looking in the mirror, I didn't really move them at all.

Anyways, thanks for the advice, I'll show you guys what I came up with later Smiley


-Pickle

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 136
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Exp: 3 years



« Reply #164 - Posted 2012-12-19 20:36:11 »

The idle animation should look more like tennis players getting ready to receive a serve...hovering their racquet back and forth.
<a href="http://www.youtube.com/v/JInQVyVaAfI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JInQVyVaAfI?version=3&amp;hl=en_US&amp;start=</a>
skip to 17:05 and you will see djokovic in his ready stance.
Offline cylab

JGO Ninja


Medals: 52



« Reply #165 - Posted 2012-12-19 20:51:58 »

- Search something like "[movement] slow motion" at youtube
- Use some youtube video downloader tool
- export frames with ImageGrab, VirtualDub or Premiere
- load the frames as layers in your favorite image tool
- add a layer per frame and draw your wireframe

You can find a lot on Youtube, like

Jump:
<a href="http://www.youtube.com/v/6P8qmLl4rZQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6P8qmLl4rZQ?version=3&amp;hl=en_US&amp;start=</a>

Fighting:
<a href="http://www.youtube.com/v/2ctKXPaFNIc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/2ctKXPaFNIc?version=3&amp;hl=en_US&amp;start=</a>

You can extract idle moves in fights from boxing videos like
<a href="http://www.youtube.com/v/Plzh4crz9MA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Plzh4crz9MA?version=3&amp;hl=en_US&amp;start=</a>

This is a lot of work, but it may help getting more real life animations...

Btw. I assume you have seen the thread about Spine , have you? It seems you can now export animations to frames like animated gifs: http://www.java-gaming.org/topics/spine-2d-skeletal-animation/27914/msg/254777/view.html#msg254777

Mathias - I Know What [you] Did Last Summer!
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #166 - Posted 2012-12-20 05:19:18 »

- Search something like "[movement] slow motion" at youtube
- Use some youtube video downloader tool
- export frames with ImageGrab, VirtualDub or Premiere
- load the frames as layers in your favorite image tool
- add a layer per frame and draw your wireframe

.
.
.

This is a lot of work, but it may help getting more real life animations...

Btw. I assume you have seen the thread about Spine , have you? It seems you can now export animations to frames like animated gifs:
Sweet mother!  Shocked

I had never heard of it... is there anything Nate can't do!?


I can't wait to get home and try this out Cheesy

By the way... here's a new combat idle animation.

Old Combat Idle Animation:
Click to Play




New Combat Idle Animation:
Click to Play


Maybe I should go for an animation like this one:
http://www.pixeljoint.com/pixelart/7312.htm



-Pickle

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #167 - Posted 2012-12-31 15:18:09 »

Hey guys... hope you all had good holidays. I got a new computer, an inkling(http://www.wacom.com/en/creative/products/mobile/inkling), and I switched from redbull to coffee  Shocked

We also integrated the animations into the game and it's very apparent that they need adjustments lol, so I've been re-doing the sprite sheet.

I'll post up some new stuff as I get it, but don't worry... I haven't stopped working on this Smiley


-Pickle

Offline StumpyStrust
« Reply #168 - Posted 2012-12-31 18:17:42 »

Sweet I have always wanted a graphics tablet to draw with and I am glad that this did not just die.

I have done martial arts since I was 4 and have studied many systems and the biggest thing I hate in idle animations is too much movement. Even when you look at MMA, it is just a slight back and forth on the toes not all this tribal nonsense. Make things subtle. 2-5 pixels moving for breathing and so forth.

This is just my opinion so take it with a grain of salt. Keep at it man.  Grin

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #169 - Posted 2012-12-31 20:11:00 »

Sweet I have always wanted a graphics tablet to draw with and I am glad that this did not just die.

I have done martial arts since I was 4 and have studied many systems and the biggest thing I hate in idle animations is too much movement. Even when you look at MMA, it is just a slight back and forth on the toes not all this tribal nonsense. Make things subtle. 2-5 pixels moving for breathing and so forth.

This is just my opinion so take it with a grain of salt. Keep at it man.  Grin

Thanks Stumpy Smiley

I try to listen to all the help people give, and I really do appreciate it. However I can't always follow through with the advice people give simply due to time constraints. I do get a kick out of posting on here though, and I might just take a swan dive off a cliff if I gave up on this project lol.

I have tried doing an online comic, writing a book, and various little programming exercises, but I've never actually followed anything through to the finish... so don't worry, unless I get plucked from this world before my time, I plan on finishing this game Smiley

-Pickle

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #170 - Posted 2013-01-07 05:11:56 »

Hey everyone,

It's been a while I know... basically I was messing around with grass animation (which looked pretty good... until I forgot to select the right color palette)... anyways, I decided that I should stop messing around with other animations until I get the female animations done, and this is basically where I'm at:


female combat idle animation (attempt 3):
Click to Play


Note: I did a google search for sword and shield... so just so you know, those aren't my artwork... I just didn't feel like drawing any at the moment Smiley



-Pickle

Offline Jimmt
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Exp: 3 years



« Reply #171 - Posted 2013-01-07 05:55:54 »

Looking pretty good...btw I've always wondered how you make the animations still run properly after adding equipment on (for example a shirt or something, how would you get the shirt to move with the arm and body in the animation). Not to deviate too much, I'm sure there was a thread on this but I can't seem to find it.
Offline ra4king

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Medals: 350
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I'm the King!


« Reply #172 - Posted 2013-01-07 06:35:41 »

I see you also changed the name. Nice eyes on the U Tongue

Offline Pickleninja

JGO Coder


Medals: 10
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I'm tired of working for someone else.


« Reply #173 - Posted 2013-01-07 14:19:32 »

Looking pretty good...btw I've always wondered how you make the animations still run properly after adding equipment on (for example a shirt or something, how would you get the shirt to move with the arm and body in the animation). Not to deviate too much, I'm sure there was a thread on this but I can't seem to find it.

Layers... basically every layer is an animation placed on top of another animation... Smiley

I have [in order from back to front]:
 - Cloak layer(not wearing cloak, so none showing)
 - Base layer(girl in undies)
 - Helm layer (currently no armor, so use hairtype/color AKA blonde hair)
 - Armor layer (not wearing armor, so none showing)
 - Offhand layer(shield)
 - Main hand layer (sword)

These layers will switch around a bit depending on the animation, but basically I draw all the animations by hand and test to see if they look properly. I haven't done a whole lot of testing on this, but from what I have done, it seems to work out ok.

I see you also changed the name. Nice eyes on the U Tongue

Yeah... if you'll look in the first screen shot, the title has the 'Ü' ... basically the game is pronounced "you-nehm-brah" ... I was just too lazy to look up the alt-code for the Ü lol.


-Pickle

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #174 - Posted 2013-01-08 05:03:21 »

First try at the combat animation... I left out the shield because it didn't really have much to do with the overall attack.

Female Attack Animation 1:
Click to Play


The foot position is bothering me, I think I need to transition it from back to front better... but I think it's good for a first attempt.

Another problem I'm seeing that I'm addressing with the other programmer is that the frame isn't big enough to handle the slash, so we'll probably be expanding the frame size to allow for more movement.

What do you guys think?



-Pickle Smiley

Offline sproingie

JGO Kernel


Medals: 202



« Reply #175 - Posted 2013-01-08 05:41:34 »

When you lunge forward, the rear foot needs to pivot sideways and lift off the heel.  The forward foot needs to shift a few pixels just to keep it from looking totally static, you'll probably need to try both directions to see what looks good.
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #176 - Posted 2013-01-08 13:01:43 »

When you lunge forward, the rear foot needs to pivot sideways and lift off the heel.  The forward foot needs to shift a few pixels just to keep it from looking totally static, you'll probably need to try both directions to see what looks good.


That's what it is! Thank you sproingie Smiley



-Pickle

Edit: I resized the frame to ensure that the sword is completely shown, which is a drag since I now have to resize every frame, and I'm sure I'm going to have to again if I want to use items like 2h hammers and axes.

Also, I should have an updated animation up tonight
Smiley

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #177 - Posted 2013-01-10 01:34:33 »

Updated the attack animation... I also widened the frame, but I think I need to modify the slash... Something doesn't seem right :/

Female Attack Animation 2:
Click to Play




-Pickle

Offline Best Username Ever

Junior Duke





« Reply #178 - Posted 2013-01-10 01:53:10 »

No idea what actual sword slashing looks like, but it seems weird that there is no deceleration at the end. The sword stops instantly. Maybe it would be different if it was obvious the sword struck something. The flick of the wrist at the beginning is very awkward. Besides that, the sword should have a motion blur between those two frames, too, but the wrist flick should be removed.


Edit: This animation looks very good, but two things. First, the outline on her left leg disappears at one point. Second, her arm carrying sword should be resting parallel-ish with her torso. From her shoulder to her hand, her elbow would still be bent like that. That becoming tiring after a while and it means that she would have to rotate her arm 270 degrees counter clockwise in order to strike downwards with her sword. You can't rotate your arm backwards like that and going through that motion would be a waste of time and energy. (Very bad in combat.)
Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #179 - Posted 2013-01-10 13:10:03 »

No idea what actual sword slashing looks like, but it seems weird that there is no deceleration at the end. The sword stops instantly. Maybe it would be different if it was obvious the sword struck something.

The flick of the wrist is probably wierd looking due to the number of frames used to animate this... when I was posing with a broom stick I noticed that I had to rotate the stick for a more fluid movement (otherwise I'd just keep the arm stiff and cock my arm back...which didn't feel natural at all). I really want more focus to be on the actual slash part of the animation and not the preceeding motions to set up the slash, that's why I used only 3 frames. (I try to keep the animations to at most 10 frames)


The flick of the wrist at the beginning is very awkward. Besides that, the sword should have a motion blur between those two frames, too, but the wrist flick should be removed.

I agree with you on the sword slash... I think the big grey and black swoosh is rather poorly done.

I searched on pixeljoint and found a couple animations where there was a sword slashing effect, but nothing that really suited what I was trying to do...

Had I spent a little more time and looked elsewhere I think I would have found a better animation to look at...

google image search (no idea who did this one):
Click to Play


I think the fix is clear that I need to continue the slash on for another frame or two and maybe add a tiny bit of after effect trailing the sword.


Edit: This animation looks very good, but two things. First, the outline on her left leg disappears at one point.

I noticed the leg outline problem... I still need to clean this animation up and toss it into the sprite sheet, so I assume it'll get fixed then Smiley

Second, her arm carrying sword should be resting parallel-ish with her torso. From her shoulder to her hand, her elbow would still be bent like that. That becoming tiring after a while and it means that she would have to rotate her arm 270 degrees counter clockwise in order to strike downwards with her sword. You can't rotate your arm backwards like that and going through that motion would be a waste of time and energy. (Very bad in combat.)

I think I get what you're saying on the arm positioning... I'll try to make some modifications.

This was the animation I was looking at when I did my animation:
Click to Play

Freelance Fighter by Adarias (http://www.pixeljoint.com/p/3171.htm)

The sword this character is using is much much smaller than the one mine is... therefore the effort to wield would be much less and carrying it in this position seems natural (that's where my problem lies)... I'm trying to make these animations in such a way that I can have my character wield numerous different types of swords without having to animation the motion to swing them for each and every sword... thus I think some might look wierd if they're larger than normal size (which lets face it, I dont think I could wield a sword that size with 1 hand; much less a girl of her size lol).



as always, thanks for the help Smiley



-Pickle

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