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  #151  
10-26-2007, 03:34 PM
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Hey I Manage To Put Some To GIF Files........I Can Continue If You Want Paul.
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Last edited by mlg man; 10-26-2007 at 03:39 PM..
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  #152  
10-26-2007, 04:37 PM
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There's that rubbing eye sprite. Hm... I gotta get a gif animator. Good work!
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  #153  
10-26-2007, 05:16 PM
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Thats up to you, im fixing up my app to get all of the type 3 sprites right now, otherwise it would only get like 3 scrab sprites instead of.. about 100.
Should have them posted up a bit later, maybe tommrow though

edit: here's all the sprites I can get for now

http://www.megaupload.com/?d=G7CMFATS

And yes I knew a few are borked due to the wrong palt's being applied, but most of those ones have two versions anyway

Last edited by Paul; 10-26-2007 at 05:31 PM..
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  #154  
10-26-2007, 07:16 PM
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Happy Animation Packs!

Thanks guys, hopfully we will have a data base full of animations!

Good Job Peoples!

Edit:Hey guys, here is my first Animation Pack! Use It Well!

Thanks Paul For The Spirits!
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File Type: zip Abe Animation PACK 01.zip (214.2 , 522 views)
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Last edited by mlg man; 10-26-2007 at 11:57 PM..
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  #155  
10-26-2007, 09:46 PM
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Hmm... Type 3 sprites seem to be Action Sprites... since it dosen't include walking, running or sneaking animations.
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Last edited by SligStorm; 10-26-2007 at 09:52 PM..
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  #156  
10-26-2007, 09:55 PM
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Yes Thats Right!....Damn! I've Been Wasting My Time Looking! Thanks Sligstorm.
(Me Thinking Sligstorm Must Be Genius To Find That Out....)
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Last edited by mlg man; 10-26-2007 at 11:55 PM..
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  #157  
10-26-2007, 10:23 PM
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Can someone please resize them so they don't look so wonky and stretched?
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  #158  
10-26-2007, 11:51 PM
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Yes, but since the actual size of the resolution for the game is wonky it needs to be sized down a bit to fit, but i can manage I'l Do it as soon as i can.
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  #159  
10-27-2007, 04:00 AM
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Hey I Manage To Put Some To GIF Files........I Can Continue If You Want Paul.
Good job, Mlg man. These gifs are awesome, like the others !!! Ya are making a good job and I will participate soon, when I will have the programme !!!
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  #160  
10-27-2007, 07:36 AM
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Well thats gonna be all the sprites for now, I'll do the other types later as im moving on to working on the "path" files now
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  #161  
10-27-2007, 09:06 AM
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People, if you want to make some animation from the sprites, it will be good if you double the image's height it will look better
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  #162  
10-27-2007, 09:10 AM
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Check out what I made with these sprites, My flash animation below.




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  #163  
10-27-2007, 10:06 AM
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Check out what I made with these sprites, My flash animation below.




That's awesome SligStorm! Very colourful hehe.
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  #164  
10-27-2007, 10:12 AM
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Paul, this is absolutely sterling work, therefore you are a complete legend. People have been looking to have access to these sprites for many years, and you swoop in here and do all this work. You are a credit to the Oddworld fan community!

It looks like Abe was going to have some cute animations for when he was left alone: yawning, rubbing his eyes, and doing some abdominal stretches.
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  #165  
10-27-2007, 10:55 AM
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New ones with correct centering and good speed and exta-delux stuff!
Attached Thumbnails
Click image for larger version

Name:	paramite jump.gif
Views:	356
Size:	26.3 
ID:	8647   Click image for larger version

Name:	paramite.gif
Views:	355
Size:	14.2 
ID:	8649  
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  #166  
10-27-2007, 10:58 AM
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Excellent work for all ya. But SligStorm, can you pass me in someway your Rupture Farms's animation? It's very great !!!!
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  #167  
10-27-2007, 11:02 AM
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Thanks Max Love the animation there SligStorm good gif's from everyone else too.
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  #168  
10-27-2007, 11:42 AM
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Here's the animation of the electrical wall I put together...

If you want me to continue too Paul, I'll be very happy to help.
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  #169  
10-27-2007, 12:22 PM
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It's hard to stop the animation from jumping around and doing crazy stuff.

You are forced to edit the hight and width of the frames, the position of the sprites + the color-palettes, or else u will get jumping pictures with transparent holes in them. It took me like 1h to edit my sig to 200% hight, since the filesize doubled. I had to merge the palettes and then the first picture flashed black, because the background black was a different black than the rest. But I think it's just my program(or its crack) that sucks.

I tried it on the paramites too. The 200% hight makes the sprites the right shape, but they lose the high detail-look.
Attached Thumbnails
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Name:	paramite.gif
Views:	317
Size:	20.2 
ID:	8651  
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  #170  
10-27-2007, 01:22 PM
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second pack is hosted on TOL too now:
http://oddworldlibrary.net/archives/.../Sprites01.zip

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  #171  
10-27-2007, 05:43 PM
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Just Back From Grandmothers But Leaving Again Soon For Couple Hours...Time To Work!

And Im Making A Game With The Spirits!
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  #172  
10-27-2007, 08:01 PM
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Guys, I think you should use the 2XSaI filters (or simlar) to make them double size, otherwise its gonna look real bad

edit: http://en.wikipedia.org/wiki/2xSaI (info, check the sample image )

edit again: heres one with a filter being used
Attached Thumbnails
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Name:	Animation1.gif
Views:	356
Size:	72.8 
ID:	8652  

Last edited by Paul; 10-27-2007 at 08:38 PM..
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  #173  
10-28-2007, 01:06 AM
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I think that they are not scaled up horizontaly in the game, but they are scaled to double the hight, just like the backgrounds. I don't think they are bigger than my ones in the game. Am I wrong?

Edit: Ok, I went to the last room in the game and the glukkons were of different sizes, but no one were as broad as my first pic, and no one were a lot bigger than my second pic. (My pic is as big as the smallest one) And the graphics were very pixely, just like the original images simply scaled up in paint. The same goes for my sig.

Correct me if im wrong please.

Here are the glukkon scaled to 200% hight, and the glukkon sclaled to double size. Both were done in paint, an not by any filter or such:
Note - these thumbs are uglier than the real ones, so klick on them.
Attached Thumbnails
Click image for larger version

Name:	ägd2.bmp
Views:	384
Size:	41.4 
ID:	8653   Click image for larger version

Name:	ägd.bmp
Views:	397
Size:	21.0 
ID:	8654  
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Last edited by MeechMuncher; 10-28-2007 at 01:28 AM..
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  #174  
10-28-2007, 03:58 AM
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The program doesn't work for me, it is in dos But Does It Accept GIFS? If So.....

Weeeeeeeeeeeeeeee!
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  #175  
10-28-2007, 05:54 AM
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im not sure how the game scales them since its done by direct draw, but the sprites I uploaded are the "real" size
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  #176  
10-28-2007, 06:10 AM
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It sure looks like double hight.

Compare my sig to a sleeping slig in game. It's not half as thick as the ripped sprite is, and then the rest of the sprites should be the same. I tried to scale an abe up, even though he looks the right size. double hight sounds like he will be ultra-stretched, but he wont. He just getts a little taller.

Try it, I think they are deffinately two two times taller.

Edit: Here is my proof: The left abe is the one directly from the bmp.zip and the right one is the same but scaled up to double hight. He looks really different than u could imagine after scaling It has to be the size!
compare him to the button.
Attached Thumbnails
Click image for larger version

Name:	size.bmp
Views:	456
Size:	270.8 
ID:	8655  
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Last edited by MeechMuncher; 10-28-2007 at 08:31 AM..
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  #177  
10-28-2007, 10:11 AM
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It sure looks like double hight.

Compare my sig to a sleeping slig in game. It's not half as thick as the ripped sprite is, and then the rest of the sprites should be the same. I tried to scale an abe up, even though he looks the right size. double hight sounds like he will be ultra-stretched, but he wont. He just getts a little taller.

Try it, I think they are deffinately two two times taller.

Edit: Here is my proof: The left abe is the one directly from the bmp.zip and the right one is the same but scaled up to double hight. He looks really different than u could imagine after scaling It has to be the size!
compare him to the button.
But thats fullscreen... the games reaslution is 640 x 480... so basicly its not taller its just stretched.
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  #178  
10-28-2007, 11:28 AM
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But thats fullscreen... the games reaslution is 640 x 480... so basicly its not taller its just stretched.
The picture is the background-image from the gamefile doubled from the originally ripped 640x240 to 640x480. (Like if u would play in windowed mode) and the images are from the files allso, not scaled up, just stretched the same amount as the background. ( H 200%) If you were to "play" this image ingame in fullscreen it would stretch. So, YES, the image is stretched, but it is stretched in windowed mode too, to twice the hight of the original file. (My guess is they did it to reduce the filesize)

Edit: I made the same experiment again, but without stretching the backgrond or the sprites to twice their hight and it looket the same. Since we know the game stretches the backgrounds it has to do the same to the sprites, because otherwise abe would be as tiny as the left one in my previous picture. Besides you can allways look at the sprites shape. Which slig do you recognice from ingame? left or right?
Once again notice the bad thumb-quality.
Attached Thumbnails
Click image for larger version

Name:	flatslig.bmp
Views:	266
Size:	14.9 
ID:	8656   Click image for larger version

Name:	notflatslig.bmp
Views:	284
Size:	29.8 
ID:	8657  
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Last edited by MeechMuncher; 10-28-2007 at 11:50 AM..
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  #179  
10-28-2007, 12:03 PM
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It still looks ok, and these are looking awesome. (20 posts, woopey!)
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  #180  
10-28-2007, 06:09 PM
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This is what im doing with my game...............

The screen size is same as bacrounds are scuished (640x240), and i tell my program to scale it to 640x480 but the without the configiration it will be wogged!
here it is, press F4 while in game to go non scaled!

Hope this helped!

Download Link http://www.megaupload.com/?d=BE7FRZ58

Edit:Hey Guys, i don't know if this will help paul, but check this out, while i was playing with the ddcheat, abe poped up in the corner and what ever i was doing while playing, it would do?

By the way its abe's exoddus.
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Name:	Abe In Corner.jpg
Views:	506
Size:	344.4 
ID:	8658  
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Last edited by mlg man; 10-28-2007 at 07:48 PM..
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