EDIT: I UPDATED THESE GRAPHICS AND ADDED MUCH NEEDED DETAIL. SEE HERE: https://github.com/josepharaoh99/Tuxemon/issues/4
Since Tuxemon only has two techniques and only one technique animation, I have decided to make some new techniques. Note that these are imperfect and are very open to modification. Here is my first animation: Bite:So let me hear what you'll guys can come up with!
Last edited by josepharaoh99 (26 Dec 2015 18:52)
Multiple Media ProducerJesus is God! http://www.upci.org/search
I really like this animation. It's very simple, but looks good! I'll try and include this animation in the next development commit of Tuxemon.
I have a new, kinda rough animation: Drip: EDIT: It is now updated to add ripple effects! I have a quick question. Do all technique animations need to be 7 frames, or can they be more or less? And, can there be techniques that lower defense, not just hp?
Last edited by josepharaoh99 (25 Nov 2015 16:11)
I just merged the request by treetrunk to include these animations in the latest development branch: https://github.com/Tuxemon/Tuxemon/pull/55
Do all technique animations need to be 7 frames, or can they be more or less? And, can there be techniques that lower defense, not just hp?
Yes, techniques can have any number of frames. I may need to tweak the battle system a little bit to make it easier to use different framerates, and animation speeds, but that shouldn't be a problem. Also, yes, you can have techniques that will do anything. Right now the only technique effects are damage and poison at the moment, but more can be added by writing new methods for the core.components.monster.Technique class, and then including your new technique effect in a technique defined in resources/db/technique.
Thanks! I'll have more coming soon, I hope!
K, got another water animation! Waterfall:So, if you like it, I can create a pull request. Let me know what you think!
Last edited by josepharaoh99 (30 Nov 2015 16:06)
I think this waterfall animation is a bit too flat and square. Try introducing some more color and shape to this animation. Some wave crests or foaming water would be cool to have in a water-like attack.
Looking at the kinds of colors and textures other artists use in water animations might give you some ideas. Here's a really beautiful water animation by an artist named Fool:
Here's another great water animation by an artist named Sohei:
P.S. Am I doing the video display wrong?
If you're trying to display a gif, use the [ img] tags.
Hi guys,I've decided to contribute something as well... but I am too stupid to submit images like you guys do so, I uploaded the sprites on my google drive thingy.Here is the link: https://drive.google.com/folderview?id= … sp=sharingActually I wanted to do some animation for "Pound", but since it looked so ... differently .. I made a water attack out of it.Not sure if its too small... but for a small water-shot-attack it should be fine... right? D:
Reddit: https://www.reddit.com/user/tamashihoshiYT: https://www.youtube.com/channel/UCiRE3A … I-kz1lKRgAOGA: https://opengameart.org/users/tamashihoshi
Not sure if its too small... but for a small water-shot-attack it should be fine... right? D:
I think this water shot animation looks great. I think it would be perfect for some small water-based attacks. Thanks for the contribution!
I have fixed up my delete animation a little. I think it might be a good move for robots. What do you think?
Last edited by josepharaoh99 (26 Dec 2015 19:03)
Here comes my feedback/opinion and some ideas, so prepare yourself:
I have fixed up my delete animation a little.
The fixed version looks better now, but I think the way the CD vanishes is a little too simple. The attack is not destroying a physical CD but erasing data.. so you should be able to see the data in some way. Also CDs are reflecing light with a rainbowish effect, but im not sure how to do the rainbow effect. I could try something like that somewhen but currently im not at home...
I think it might be a good move for robots.
It depends on, what the attack actually does. If I got it right, tuxemon are something like programs.. so since all of them are digital in some way, any tuxemon, whose abilities are manipulative, could use such an attack... not to cause damage directly but, as an example, make the opposing tuxemon "forget" one ability, so that he cant use it anymore (during the fight or until the effect is cured)
I like the idea, its a good concept. Here is a two-frame in-my-mind-animation to show what I mean with "squares" and "data"
Thanks for your feedback, tamashihoshi! I like your ideas, and it gave me a few of my own. Here's the new animation with the blue-block concept used.I also messed with some other possibilities for color, although I think blue looks fine, and probably the best.
Here is an animated version of the technique:
*0* uhh~ <3-cough- ...I mean, yes it looks quite okay -pokerface-
2 more things to make the animation even better:
1 - first of all, the second sprite you use, is the one, I made. Is that a problem? It wouldn't be a problem at all, if I wouldn't be so stupid to make a different CD-Sprite as you did.. That's why the animated version looks a little weird at the start.
2 - the blocks are staying "steady". I mean, yes they move, but their size stays the same and stuff. So one change I suggest is: On the frame, after a square appeared for the first time, you should see the squares very small, let's say, just a few pixels (to make it seem as if they shrink over time).Another something is the part on the right: while one part of the CD is vanishing in huge speed, the other one is staying at the starting point. It would look more dynamic, if the other side of the CD was also shrinking, but alot slower...
it's horrible animation time!currently I can't make any better, hope it still shows what I tried to explain before..
I have a new, kinda rough animation: Drip: EDIT: It is now updated to add ripple effects!https://cloud.githubusercontent.com/ass … 1f9bbf.pnghttps://cloud.githubusercontent.com/ass … d0e928.pnghttps://cloud.githubusercontent.com/ass … 90ff15.pnghttps://cloud.githubusercontent.com/ass … 400404.pnghttps://cloud.githubusercontent.com/ass … c7623f.pnghttps://cloud.githubusercontent.com/ass … bec69b.pnghttps://cloud.githubusercontent.com/ass … 70cbf4.png I have a quick question. Do all technique animations need to be 7 frames, or can they be more or less? And, can there be techniques that lower defense, not just hp?
Hey josepharaoh99, did you ever combine these into a single GIF? If so, I'll add it to the wiki.
Do you mean combine all my techniques in a single gif? Or just one technique?
Sorry josepharaoh99, I just meant the Drip technique.
Sorry, I wasn't even paying attention to your quote. Here you go!Thanks for your interest and all your work on the wiki! I like how it looks!
Thanks, I appreciate it
Idea for ROBOT Tuxemon. When they run out of moves, instead of using STRUGGLE, they use GLITCH (which hurts them and their enemy)
New technique (using CC 0 image)X ATTACK:
This collection has a few technique animations that will need to be resized if we use them. They are in the \effects folder (\Blood, which doesn't really look like blood, and \elec). Sorry, I couldn't make gifs with them - my gif program has some weird settings...
http://opengameart.org/content/heavy-te … ine-assets
Hope we can somehow use some assets from this!
This one has a few, too, in the \explosions, \soldier, and \wasp folders, but most are so large that it would probably be hard to resize.
Cool find, josepharaoh99, they look good. The animations have to be either 64x64 pixels (or smaller), to go over a particular tuxemon, or 240x112 pixels (or smaller) to go in the centre of the scene. Let us know once you've resized some and I can add them to the wiki
Okay, I'll try to give it a shot soon. Meanwhile, I've found some more: (I'd love to do some custom ones, but I'm so hard pressed for time)
http://opengameart.org/content/animated … -effects-1
http://opengameart.org/content/animated … -effects-2
http://opengameart.org/content/fire-fx- … -animation
http://opengameart.org/content/animated … d-textures
A bunch of explosions, really.