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  #31  
08-07-2010, 10:28 AM
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I can possibly whip something up on MS paint, but I can't really make things from scratch. Unless I have something to work with, I can't help.
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  #32  
08-07-2010, 04:14 PM
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Would a style like this do the trick?

I can whip these up nice and quick, got some recolours for Abe sitting on my computer, and if you like them enough I may make a separate thread for them hosting loincloths. :P

If you don't like them they'll sit rotting on my PC, constantly deprived of clothing.

~Blessed be

EDIT: The black in this sheet doesn't show well on an Industrial theme. Open the image on it's own or change your theme for a better look.
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Last edited by Carnix; 08-07-2010 at 04:17 PM..
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  #33  
08-08-2010, 06:35 AM
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I like those, there easy to blow up too. I can dig out some slig sprites but I have no walking paths or anything.
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  #34  
08-08-2010, 06:44 AM
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You can use these if you want but I've lost the walking motions so if you want to just take the mask you can

EDIT: Shit sorry for the double post I didn't see my last one.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 08-08-2010 at 07:08 AM..
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  #35  
08-08-2010, 07:05 AM
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I think carnixes sprites would be brilliant for the job. On high resolutions though, they would appear a bit small, that's my only worry.
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  #36  
08-08-2010, 11:02 AM
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I'll be releasing a new version of my lvl file converter soon which should convert all sprites (although some lack palette info)
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.

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  #37  
08-08-2010, 12:18 PM
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Well Paul, I sincerely hope you succeed.
Although it would make the following relatively redundant...

I figured since you guys like the sprites I uploaded in my last post I'd do a little more:


Does anyone else think the sligs need less forehead?

~Blessed be
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  #38  
08-08-2010, 01:10 PM
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Less forehead more tenticle haha.
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  #39  
08-08-2010, 01:49 PM
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Nice also, love how you signed the pic with blessed be! XD
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  #40  
08-08-2010, 03:35 PM
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I've managed to rip all of the slig sprites over in the LVL files thread (or it looks like all of em :P).

There is a lot of bugs in my floating window stuff, its getting on my nerves so I'm going to leave it as is.

I'll prob do this:

1. Add a system tray icon to set the number of sligs/a way to exit the app
2. Add slig walking, falling, hit floor, turning and idle animations
3. Release it along with the fugly source

Edit: If someone could do point 2 that would be cool (i.e put them all into one sprite sheet where all frames are the same size)
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.

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  #41  
08-09-2010, 05:27 AM
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So what sprites are we using Paul, real ones or these ones above?
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  #42  
08-09-2010, 10:51 AM
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I was planning on using the real ones
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  #43  
08-09-2010, 01:30 PM
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The original is best.
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  #44  
08-10-2010, 06:01 AM
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Oh right, so you are getting mudokon, slig and elum then? This will be cool.
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  #45  
08-10-2010, 09:37 AM
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I'll just get a slig working with the know issues/bugs in the window code and then release it so you/*someone* can add whatever and fix the bugs/rewrite it

Edit: I've almost got transparency working, does anyone mind making a slig sprite sheet out of the original sprites?

I need:

1. Walking (both left and right by mirroring the sprites)
2. Walk turning around
2. Standing idle
3. Falling
4. Hit ground animation
5 "splat" animation from hitting the ground
6 The "spawn" lights

If you convert all AO sprites using the tool in LVL Files thread they're all there.

One sprite sheet per animation should be enough I think, but all frames need to be the same size/line up. You could try making GIF's to make sure its correct

If I wire those in a beta version will almost be ready.

Last edited by Paul; 08-10-2010 at 03:16 PM..
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  #46  
08-11-2010, 03:32 AM
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I could have a go but do I need AO for the PC coz I only have it for the PS1
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  #47  
08-11-2010, 04:18 PM
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Yerh I don't have AO eather. I can create the sheet if someone can send me the .bmp's.
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  #48  
08-11-2010, 04:40 PM
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Put these ban/bnd files through my converter app and you should have all slig bmp's.
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  #49  
08-12-2010, 12:48 AM
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This is awesome! Im gonna help if needed!
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  #50  
08-12-2010, 12:59 AM
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I had this idea a while back, I wanted to see if anyone else found it interesting. Hopefully, if it got enough interest, someone would have a crack at it.

The idea of this comes from a little desktop toy called Esheep. If you've messed with it and know what it is, you can skip the next paragraph.

Esheep is basically a cute little application which would create a little cartoon sheep on your desktop, and could be used multiple times to make multiple sheep. The sheep would occasionally interact with each other, and do idle animations, but would mostly walk around the environment that was available to them. They could also walk around on top of folder windows and such. If they walked off the side of the screen, they would reappear and fall safely onto a window or your desktop toolbar.

What I was thinking was; Seen as though we have the sprites, and sounds, would it be possible to make something similar for say, a Slig, that would patrol the top of a window if put there? Maybe even a Mudokon slave (scrubbing your windows) which it would occasionally beat as it walked past? Maybe it could even fall asleep or say 'What?' as you click out of it's sight line, and shoot at the cursor if it saw it click?

Just an idea for a little desktop toy, which could be expanded to include other things. Like Paramites, Slogs (which you could 'drop' meat or bones from your cursor for respectively), Scrabs, Greeters, Fleeches... you get it. The Esheep program demonstrates that, in theory, this should be possible, and the workload would be halved seen as though we've got the sprites and sounds. The only real effort would be creating the thing's behaviour to be as it is in the games.

Unfortunately, I'm no coder and I wouldn't have a clue where to start, so I'm hoping someone with some talent would be able to pick this up. Would anyone else see any interest in this?
I never would of thought of that... Cool idea
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  #51  
08-12-2010, 01:24 PM
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Put these ban/bnd files through my converter app and you should have all slig bmp's.
OK got them, what kind of transparency would you like? Hard or Anti-aliased? And what format would you like them in?

Cheers.

EDIT: Right I can't actually find any walking animations and they are really difficult to work out what is supposed to be what. :S

Last edited by joshkrz; 08-12-2010 at 02:11 PM..
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  #52  
08-12-2010, 03:23 PM
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I had a list somewhere, I think 11 was idle, I'll see if I can find it sometime.
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  #53  
08-13-2010, 06:09 PM
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This looks soo cool! I'm keeping my eye on this thread, so that I can get it when you're done! I'd prefer it if someone PM'ed me when it's done, though. Thanks if anyone will!
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  #54  
08-15-2010, 07:01 AM
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I got transparency and such working. It shouldn't be too much work to get the animations in there. The main problem will be cleaning up the code cause its a mess, and fixing the collision issues which I'm not going to fix

Edit I've got the required sprites together, if someone could do left and right version and join each folder into a big bmp that would be cool

Even cooler would be if you could make each set have the same per frame w/h.
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Last edited by Paul; 08-15-2010 at 10:59 AM..
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  #55  
08-15-2010, 12:43 PM
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I must have an eSlig!
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  #56  
08-15-2010, 12:45 PM
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Sorry I don't understand, what do you need doing? (w/h???) Also, are the slig sprites supposed ot appear stretched in the bmp or are they to be re-edited? something simple like that I can do, or maybe my memory forgets how a slig should look lol.
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  #57  
08-15-2010, 03:17 PM
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Yeah they're supposed to look like that (Its easier to the double the height in the code rather than the image cause it borkes the transparency).

What I want is each of 00.bmp 01.bmp all "stitching" together in a big strip. So that there is one big bmp per folder. I also want the same thing but each one mirroring where it makes sense.

So for example walk left needs to be mirrored so that we have walk right too.

Edit, the nice to have is that every frame in all folders has the same width and height that they all line up when played in a loop. Doing that will be a pain though That way to do that is find the folder that has the biggest images and then make all other images the same size with the correct spacing and then do the stitching.

Does this sound sane now?

Last edited by Paul; 08-15-2010 at 03:20 PM..
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  #58  
08-15-2010, 07:38 PM
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I'll attempt this; I'm home with bronchitis today.

EIDT: Idle is complete, but they were all the same size.

Tthis is much easier using photoshep than with the GIMP...

EDIT2: Paul, is it an issue if the walking sheet has 54 pixels too many on the end that I've coloured red? I'll probably edit them out at some point anyway, but it's a bit of a hassle without MSpaint :/

Last edited by Phylum; 08-15-2010 at 08:12 PM..
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  #59  
08-16-2010, 12:15 AM
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I can remove that.. any reason why its got 54 extra pixels? :P

Edit: Btw it would be a help if you could make a note of how many frames are in each strip, and the size of a single frame

Last edited by Paul; 08-16-2010 at 12:20 AM..
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  #60  
08-16-2010, 01:04 AM
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I can remove that.. any reason why its got 54 extra pixels? :P

Edit: Btw it would be a help if you could make a note of how many frames are in each strip, and the size of a single frame
How I cant seem to figure it out...
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