From The Mana World
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The list of monsters has been moved to the [[monster reference]]. This page is about the development of new monsters, or adaptions to be made to existing ones.
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== Monster Suggestion List ==
Needs to be added to Sprites in general.
This is a list suggested by players.
<br>
Giant Iguana,
Our monster spritesets currently consist of two files. the first file is a .png image file (32 bit color with alpha transparency) with all animation phases of the monster aligned to a grid. the 2nd file is an animation definition file with the ending .xml that declares the size of the grid and which subimage is used when.
Lizard,
Komodo Dragon,
Rat,
Bats,
Animal,
Wolves,
Scarabs,
Beetles,
Kangaroos,
Cactus,
Dragons,
Ghosts,
Sirits,
Cats,
Dogs ,
Quicksand,
Bee,
Spider,
Crocodile,
Hawk,
Pterodactyl,
t-Rex,
Triceritops,
Steragaurus,
Pheonix,
Fish,
Sea Snake,
Leech,
Frogs,
Goblin,
Faries,
Ghost,
trees,
gnomes,
elves,
centaurs,
nymphs,
bigfoot,


== Comments ==
[[Image:Monster 1.png]]      [[Image:Monster anim1.gif]]<br>
[[User:Bear|Bear]]: Also i was thinking... in every game, there are a set of monsters that ore ONLY in that game, like in RO, (Porings), in LineageII (Kheltir) so i was thinking about one for THIS game... something near the fluffy/harmless type monster :P
[[Image:Monster 2.png]]      [[Image:Monster anim2.gif]]<br>
[[Image:Monster 3.png]]       [[Image:Monster anim3.gif]]<br>
[[Image:Monster 4.png]]      [[Image:Monster anim4.gif]] <br>
== Style Guidelines ==
You should study the already existing monster spritesets and try to stay in a consistent style with them. Some things most of the sprites have in common are:


Suggestion List: Blue Slime, Red Slime, Purple Slime(miniboss?), Rattler(snake), Golem, Fire Golem, Ice Golem, Glass Golem, Wind Golem, Green Scorpion, Spirits(All elements, diff color/element), Dancing Cactus(Immobile), Rock Hermit(Crab), Bee, Venomous Bee, Queen Bee, Bat, Disfigured(undead?).
*Outline in black or in a dark shade of the main color of the sprite.
*Perspective diagonal from above.
*Light source used for shading south west up (over the left shoulder of the spectator) except for one of the side moving animations (Yes, we are lazy and mirror those. Please don't hit us!).
*Use as many color shades as necessary but don't take it too far. Usually, four or five shades of the same color are more than enough.
*Dropshadow only for flying creatures.


:[[User:Bjørn|Bjørn]]: Kheltir? Haha, the only page on all the internet coming on Google when searching for Kheltir is this one, Bear. :D (http://www.google.com/search?q=Kheltir)
(Yes, there are some exceptions from these rules in the current spritesets. We want to get rid of those and get all monsters into the same style. Maybe this is a task for you?)
::[[User:Bear|Bear]]: Well, its called something similar to that, but its a kinda dog creature in LineageII
:[[User:Sull|Sull]]: Why not a Rabbit like in the Mana series.i think its the best choise
::[[User:Bjørn|Bjørn]]: I'm against, mostly on the basis that we should avoid copying things from this game. Surely we can think of something more original.


[[User:Javila|Javila]]: This page is completely different of database of our current server. HP and attack are different. Dropped items are incomplete in database. Bjørn, can I update the file "mob_db.txt" and sent it to you??? And/or update this table too...
== The Spriteset File ==
:[[User:Bear|Bear]]: well, just wait a little!, im uploading them withthe new release! dont do anything yet :o


[[User:Ultim|Ultim]]: Could someone upload a guide to the spritetable of monsters? i'm a bit confused as to which sprite goes to which action.
the png file contains all the animation phases. Currently the animation system can display the following actions in each of the four directions, so the spriteset should contain at least one sprite for each of them:


:[[User:ElvenProgrammer|ElvenProgrammer]]: Just look at the scorpion spriteset for reference, the first row are standing sprites, then you have 4 rows with walking frames, then 4 rows with attacking frames, then the last row which is for death frame. The columns represent the 4 directions. I don't remember the order and I'm to lazy to go check out, but as I said take a look at the scorpion's one.
*Standing
*Attacking
*Walking
*Dead


::[[User:Ultim|Ultim]]: Already looked at the scorpion but couldn't quite figure out what was meant to be what. Your explanation worked just fine though, thanks.
There is no upper limit for the number of animation phases for each action.
 
All the phases have to be arranged in a grid. the grid can have any size but it has to be the same for the whole spriteset. The organization can be any way you want. It is even possible to use the same frame multiple times in a sequence or even in different animation sequences, but the creation of the xml file is much easier when subimages that belong to the same animation are next to each other in the correct order from left to right.
 
== The XML File ==
 
For a description of the animation definition files see [[Animations]]
 
== Monster Proposals ==
 
For a list of creature proposals and concept art see [[Creature_proposal]]
 
[[Category:Development]]

Revision as of 16:24, 17 December 2014

This article contains information for Artists working or interested in working for The Mana World

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.


Needs to be added to Sprites in general.
Our monster spritesets currently consist of two files. the first file is a .png image file (32 bit color with alpha transparency) with all animation phases of the monster aligned to a grid. the 2nd file is an animation definition file with the ending .xml that declares the size of the grid and which subimage is used when.

Monster 1.png Monster anim1.gif
Monster 2.png Monster anim2.gif
Monster 3.png Monster anim3.gif
Monster 4.png Monster anim4.gif

Style Guidelines

You should study the already existing monster spritesets and try to stay in a consistent style with them. Some things most of the sprites have in common are:

  • Outline in black or in a dark shade of the main color of the sprite.
  • Perspective diagonal from above.
  • Light source used for shading south west up (over the left shoulder of the spectator) except for one of the side moving animations (Yes, we are lazy and mirror those. Please don't hit us!).
  • Use as many color shades as necessary but don't take it too far. Usually, four or five shades of the same color are more than enough.
  • Dropshadow only for flying creatures.

(Yes, there are some exceptions from these rules in the current spritesets. We want to get rid of those and get all monsters into the same style. Maybe this is a task for you?)

The Spriteset File

the png file contains all the animation phases. Currently the animation system can display the following actions in each of the four directions, so the spriteset should contain at least one sprite for each of them:

  • Standing
  • Attacking
  • Walking
  • Dead

There is no upper limit for the number of animation phases for each action.

All the phases have to be arranged in a grid. the grid can have any size but it has to be the same for the whole spriteset. The organization can be any way you want. It is even possible to use the same frame multiple times in a sequence or even in different animation sequences, but the creation of the xml file is much easier when subimages that belong to the same animation are next to each other in the correct order from left to right.

The XML File

For a description of the animation definition files see Animations

Monster Proposals

For a list of creature proposals and concept art see Creature_proposal