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2D spritemodding

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Nanashi:
I recently picked up AVWW, and found out that it's actually kind of an interesting opportunity to generate art resources for game projects. I figure if I go through the textures systematically and regularly, I should be able to generate an entire library of amateur 2D sprite art, which would make my game creation dreams a lot easier.

I started out with static projectiles, since that's kind of easy, but ended up doing a 16 frame water animation to replace Tidal Surge. I'd do characters, but the lack of a non-1f casting/jump animation kind of kills my desire to start out with that directly. I know the devs don't want to include it in the base game due to performance issues - but I'm hoping they'll eventually give the option to let us mod it in and fry our G/CPUs, as unlikely as that is. Is it possible to mod static images into animations? (I'd like to do a full Launch Rock animation)



Should probably do Fireball and do a texture replace for moss-covered barrels (I've lost 8 characters to these so far and zero to actual gameplay, so it's starting to get annoying). There's no coherent tutorial on the xml used in the particle file, but poking around with values is kind of fun.

BobTheJanitor:
Pretty spiffy. I like the cel-shaded sort of look you've got going on there.

Nanashi:


Making a fireball replacer kind of alerted me to the oddities in AVWW's particle coding. I originally made a sideways fireball, but couldn't find a way to get it to rotate properly relative to self (stayrelative didn't work), so I ended up rendering it sideways for a flamethrower effect. Which didn't really work, because fireball is kind of a single shot spell that doesn't penetrate.

Tweaking a little more ended up with this:



It doesn't quite have the personality I wanted it to, but it'll do for now.

Mirico:
I really like how these are turning out, look forward to seeing more.

Nanashi:
@Mirico: Thanks!

This one is a bit shabby, and didn't take much effort, but I wanted to finish up the basic projectiles before I started making sprites.

I had a bit of a beef with Ball Lightning because to me, 1) It doesn't look like lightning and 2) It doesn't look like a ball.

It's a bit of a hack job, but it looks slightly better in-game than it does in these pictures. I wish I could make an animated gif, but the gif format has 256 colour limitations that make that impractical.



Can't really demo it without an avi file (which is way too much hassle for a dumb texture mod), but if you're bored and want to see what it actually looks like:

1) Put this in ..\RuntimeData\TexturePacks\Custom\Images\Particles\FireGasBlueDict\



2) This goes in Particles.xml in ..\RuntimeData\TexturePacks\Custom\Configuration\


--- Quote ---  <g pattern="BallLightning">
    <p name="FireGasBlue" y="32" offs="-2, 2, -2, 2" mov="5, 10, 160, 200" rot="0, 360, 0, 0"  stayrelative="true"
       sca="0.2, 0.8, 0.2, 0.7, 1" anim="80" infront="0" infront_minspeed="0" emiss="0.02" shad="AdditiveAffectsLighting" ondeath="0" perframe="1" />

    <p name="FireGasBlue" y="32" offs="-5, 5, -5, 5" mov="3, 5, 160, 200" rot="0, 360, -0.5, 0.5"
       sca="0.1, 0.1, 0.1, 0.1, 3" anim="80" infront="-60" infront_minspeed="0" emiss="0.01" shad="AdditiveAffectsLighting" ondeath="7" perframe="1" />
  </g>
--- End quote ---

It's rather a lot of unnecessary trouble to go through though.   :P

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