In order to properly use the sneak peek topic. As Lucifer suggested please post any ideas or work related to v3 (Post sneak peek) you want to share with the community under here.
Thank you !
Thanks Prosper, that's a good idea. Although this entire board is for both V2 and V3 ideas, we don't really need to condense them into this one topic, heh. Anyways, I'm going to quote Celson from the V3 topic here, as I don't want to de-rail the preview thread with conversation.
Quote from: Celson on July 05, 2011, 03:32:56 AM
Is there going to be a built-in hotkey system using buttons 0-9? Or is that GUI just for show again?
This is a great question, I've always been curious about Meiun's views on hotkeys. In SOv2 they've been pretty much supported to the point that they are allowed during official tournaments if both participants agree upon them, and that's really only due to SOv2 hotkeys being 3rd party programs instead of a built-in system.
I've always been against the use of hotkeys during PvP mostly because of that reason; I mean PvP doesn't translate into "Player Versus Player & Robot" to me. However, if they're built-in that argument is pretty much thrown out the window, it'd be actually part of the game. (Although it's still doing something at a faster-than-human rate, which I don't know if I appreciate during a PvP match.)
I can't honestly say I enjoy what they bring to PvP. To me it seems to turn battles into a "who can abuse the cooldown of weapons the most" kind of deal. (I.E Katana -> GS, Spire -> IS, etc.) This can in effect be replicated via hovering over a GS while using a Katana, but that requires much more active user participation and concentration, and I support that.
I suppose I don't mind too much either way, that's just my 2?. I just mainly want to point out that it's a pretty big decision. A simple fix to my issues with hotkeys would be to make them not usable during PvP, but some might take issue with that. I'd love to hear some opinions on this.
Quote from: Lucifer on July 05, 2011, 04:59:00 AM
Quote from: Celson on July 05, 2011, 03:32:56 AM
Is there going to be a built-in hotkey system using buttons 0-9? Or is that GUI just for show again?
This is a great question, I've always been curious about Meiun's views on hotkeys. In SOv2 they've been pretty much supported to the point that they are allowed during official tournaments if both participants agree upon them, and that's really only due to SOv2 hotkeys being 3rd party programs instead of a built-in system.
I've always been against the use of hotkeys during PvP mostly because of that reason; I mean PvP doesn't translate into "Player Versus Player & Robot" to me. However, if they're built-in that argument is pretty much thrown out the window, it'd be actually part of the game. (Although it's still doing something at a faster-than-human rate, which I don't know if I appreciate during a PvP match.)
I can't honestly say I enjoy what they bring to PvP. To me it seems to turn battles into a "who can abuse the cooldown of weapons the most" kind of deal. (I.E Katana -> GS, Spire -> IS, etc.) This can in effect be replicated via hovering over a GS while using a Katana, but that requires much more active user participation and concentration, and I support that.
I suppose I don't mind too much either way, that's just my 2?. I just mainly want to point out that it's a pretty big decision. A simple fix to my issues with hotkeys would be to make them not usable during PvP, but some might take issue with that. I'd love to hear some opinions on this.
I agree with you on that point luci, but I wouldn't mind seeing that hotkey bar as a sort of quick select, so you can place your better items in it and not have to open your inventory everytime you want to change between them.
Ultimately that's what I would appreciate most, no actual hotkey system, but the ability to drag & drop items from your inventory onto the bars for easy access, or something of that likeness. Opening your inventory is a pain in the ass during PvP, and I totally wish to advocate switching weapons during battle, but I just don't really want a hotkey system that will effect pvp so drastically.
I think the hotkeys if built-in game would be just fine if it works just when you haven't been hit/attacked for the last 3-5 seconds. This way it prevents abuse and its convenient.
Concept art for the Top Hat and Fedora, straight from the sneak peek topic. Why everyone is saying 'sneak peak', I'll never know.
(http://img32.imageshack.us/img32/3945/tophatd.png)
Made by Mr. Pwnage.
(http://img841.imageshack.us/img841/4654/quickiem.png)
Made by yours truly.
I really think that the hotkeys are not for weapons, but for upcoming skills since they never came out in SO2. Most MMOs work that way, anyways, having skills in the 1-0 hotbar for easy access.
Quote from: Ceroblitz on July 05, 2011, 05:54:47 PM
I really think that the hotkeys are not for weapons, but for upcoming skills since they never came out in SO2. Most MMOs work that way, anyways, having skills in the 1-0 hotbar for easy access.
I believe Meiun said himself that that was intended to be a skill hotbar.
Better? The eye was really obscure on the other one lol.
(http://[forbiddensite]/up/79f32e60467975e46467e98e94a86a62.bmp)
Looks more like Ichigo's hollow mask from Bleach.
IMO the whole right side needs moved up a little bit.
Quote from: crozier on July 05, 2011, 07:55:53 PM
Better? The eye was really obscure on the other one lol.
(http://[forbiddensite]/up/79f32e60467975e46467e98e94a86a62.bmp)
Cubone? Is that you? :s
Ok, some asshole deleted the other topic without even saying why, even though I wrote an essay on why the topic was important to begin with. At least mentioning why the action was necessary isn't THAT hard. Thanks, you! =D
Bandit Mask
(http://img19.imageshack.us/img19/2071/bandit.png)
King's Crown
(http://img819.imageshack.us/img819/3531/crowno.png)
Feather Hat
(http://img714.imageshack.us/img714/5264/feather.png)
GM Helmet
(http://img17.imageshack.us/img17/2958/33652025.png)
Gravity Crown
(http://img18.imageshack.us/img18/1679/gravityl.png)
Ice Crown
(http://img823.imageshack.us/img823/2251/icex.png)
Knight Helmet
(http://img27.imageshack.us/img27/8389/knightzd.png)
Ninja Mask
(http://img836.imageshack.us/img836/2940/ninjat.png)
Santa Hat
(http://img98.imageshack.us/img98/4619/santaoj.png)
Shady Hat
(http://img36.imageshack.us/img36/7606/shadyw.png)
Top Hat
(http://img217.imageshack.us/img217/6206/topcn.png)
Viking Helmet
(http://img707.imageshack.us/img707/1985/vikingim.png)
Wizard Hat
(http://img69.imageshack.us/img69/8649/wizardt.png)
your topic is right here
http://www.stick-online.com/boards/index.php?topic=2197.0
It was clearly stated that it was being moved to the media section. 0_0
I actually really like the Tophat, out of everything that stands out to me. And not just because I love tophats, I swear, in terms of quality it looks to me like you spent the most time on that one.
(http://i231.photobucket.com/albums/ee43/dusticthewolf/sledgeh.gif)(http://i231.photobucket.com/albums/ee43/dusticthewolf/ssh.png)
stone sledge hammer
Might as well post everything else
(http://i231.photobucket.com/albums/ee43/dusticthewolf/sword.gif)
(http://i231.photobucket.com/albums/ee43/dusticthewolf/infernoblade-1.gif)
If the STONE sledge HAMMER gets added into the game I bet I will be unable to obtain one :I
Quote from: darkflash on July 06, 2011, 12:49:05 AM
If the STONE sledge HAMMER gets added into the game I bet I will be unable to obtain one :I
Thank you for complaining about not being able to get an item that may or may not get added into a currently unreleased game.
But in all seriousness, I really like the Inferno sword, though the start might be a few frames long IMO.
Quote from: Ceroblitz on July 05, 2011, 09:59:44 PM
your topic is right here
http://www.stick-online.com/boards/index.php?topic=2197.0
Now I feel like a moron.
Quote from: Jmacrules on July 05, 2011, 10:12:32 PM
It was clearly stated that it was being moved to the media section. 0_0
My apologies, I clearly couldn't notice because of how rarely I come to the media section.
Quote from: krele on July 05, 2011, 09:59:00 PM
Ok, some asshole deleted the other topic..
I wouldn't consider Seifer as an asshole..
@krele the wiz hat is great!
Lowered the nose by 1 pixel and moved the jaw 1 pixel to the left.
(http://[forbiddensite]/up/6b97471972ed4c336f6eead8e93d4cfc.bmp)
The jaw on it looks strange to me. Looks more like an animal skull. Also it covers the head too much on the left side in my opinion.
^ and It droops raise it
Quote from: Lucifer on July 05, 2011, 10:35:52 PM
I actually really like the Tophat, out of everything that stands out to me. And not just because I love tophats, I swear, in terms of quality it looks to me like you spent the most time on that one.
For some reason I love that one too. Maybe it's the shading, or the design, I dunno, perhaps we like it because it's a friggin' top hat after all. I don't really remember the time spent on that one, but all of these took around 10-15 minutes each - more or less.
Quote from: CherryPie on July 06, 2011, 08:25:09 AM
Quote from: krele on July 05, 2011, 09:59:00 PM
Ok, some asshole deleted the other topic..
I wouldn't consider Seifer as an asshole..
Was this necessary?... He's not a damn kid, he can see why I said that and I'm sure he understands. I certainly would consider him an asshole if he did delete the topic without a reason. But he didn't, I can't really blame the boards engine, but to tell you the truth it's a little bit unreliable. How am I supposed to know that my topic has been moved? Do I have to search in every category? Do I have to bookmark every single topic? Chill a little bit, I can only see you pointing fingers at people here all day long. I am sorry in advance, but perhaps if you cared less about buttkissing your favorite moderators all day long maybe you would accomplish much more than you did in your life, and your posts would actually become reading-worthy. Trust me, it would make you a much happier person in general =)
Quote from: krele on July 06, 2011, 01:11:12 PM
Quote from: Lucifer on July 05, 2011, 10:35:52 PM
I actually really like the Tophat, out of everything that stands out to me. And not just because I love tophats, I swear, in terms of quality it looks to me like you spent the most time on that one.
For some reason I love that one too. Maybe it's the shading, or the design, I dunno, perhaps we like it because it's a friggin' top hat after all. I don't really remember the time spent on that one, but all of these took around 10-15 minutes each - more or less.
Quote from: CherryPie on July 06, 2011, 08:25:09 AM
Quote from: krele on July 05, 2011, 09:59:00 PM
Ok, some asshole deleted the other topic..
I wouldn't consider Seifer as an asshole..
Was this necessary?... He's not a damn kid, he can see why I said that and I'm sure he understands. I certainly would consider him an asshole if he did delete the topic without a reason. But he didn't, I can't really blame the boards engine, but to tell you the truth it's a little bit unreliable. How am I supposed to know that my topic has been moved? Do I have to search in every category? Do I have to bookmark every single topic? Chill a little bit, I can only see you pointing fingers at people here all day long. I am sorry in advance, but perhaps if you cared less about buttkissing your favorite moderators all day long maybe you would accomplish much more than you did in your life, and your posts would actually become reading-worthy. Trust me, it would make you a much happier person in general =)
(http://t3.gstatic.com/images?q=tbn:ANd9GcRPgfNeicP2XajG7iY3pRQ1z74Wl2vcNJLol5f9R2TdHrXX_x98Fw) :P
Anyways, if you want to see what happened if a topic mysteriously disappears, just click on "Recently Unread Topics" and you'll see your topic with the last post being "Moved to _____" Now, shall we get back on topic?
Ya I love the sledgehammer
Cero, mind making a sword made of water? Something like that fire sword, except with fluid =D
i really like the hammer attacks cero
(http://i231.photobucket.com/albums/ee43/dusticthewolf/armorb.gif)
name whatever you want to call this one
If it looked more like a gunblade, it would be the new slasher! Nice work Cero, that's some good stuff :)
K. Thanks for the critiques, I will update the skelly mask later.
In the meantime,
(http://[forbiddensite]/up/3fc7724b52ad356bc781c202296fdc34.bmp)
N'other friendly face.
It looks like hes looking up
Quote from: Ceroblitz on July 06, 2011, 07:20:14 PM
(http://i231.photobucket.com/albums/ee43/dusticthewolf/armorb.gif)
name whatever you want to call this one
Big Fuc*ing Sword
Quote from: Lucifer on July 05, 2011, 04:59:00 AM
Thanks Prosper, that's a good idea. Although this entire board is for both V2 and V3 ideas, we don't really need to condense them into this one topic, heh. Anyways, I'm going to quote Celson from the V3 topic here, as I don't want to de-rail the preview thread with conversation.
Quote from: Celson on July 05, 2011, 03:32:56 AM
Is there going to be a built-in hotkey system using buttons 0-9? Or is that GUI just for show again?
This is a great question, I've always been curious about Meiun's views on hotkeys. In SOv2 they've been pretty much supported to the point that they are allowed during official tournaments if both participants agree upon them, and that's really only due to SOv2 hotkeys being 3rd party programs instead of a built-in system.
I've always been against the use of hotkeys during PvP mostly because of that reason; I mean PvP doesn't translate into "Player Versus Player & Robot" to me. However, if they're built-in that argument is pretty much thrown out the window, it'd be actually part of the game. (Although it's still doing something at a faster-than-human rate, which I don't know if I appreciate during a PvP match.)
I can't honestly say I enjoy what they bring to PvP. To me it seems to turn battles into a "who can abuse the cooldown of weapons the most" kind of deal. (I.E Katana -> GS, Spire -> IS, etc.) This can in effect be replicated via hovering over a GS while using a Katana, but that requires much more active user participation and concentration, and I support that.
I suppose I don't mind too much either way, that's just my 2?. I just mainly want to point out that it's a pretty big decision. A simple fix to my issues with hotkeys would be to make them not usable during PvP, but some might take issue with that. I'd love to hear some opinions on this.
As it was mentioned elsewhere, the hotbar at the top should be used for skills. I'm sure once people realize there are skills that are in place, they will be more focused on using those during PvP then they will be on switching weapons. As you've said, it really doesn't make a lot of sense anyways. In my opinion, I would be happy if Meiun resolved the issue of switching weapons in some way or another. Either make it so you can't do it, or make it so you can have an alternate weapon that you can switch between. I've seen that done in many RPGs (specifically Diablo). Typically it would be used to switch between a melee and a ranged weapon, but you could use it for anything. If ranged weapons were implemented, this feature would almost be necessary.
where can you can i get the stick man???
Quote from: House on July 10, 2011, 05:10:28 AM
where can you can i get the stick man???
Combine the head of the swordsman and the body of the stick wearing the winged helm in Paint.
Quote from: Lingus on July 07, 2011, 01:47:50 PM
In my opinion, I would be happy if Meiun resolved the issue of switching weapons in some way or another. Either make it so you can't do it, or make it so you can have an alternate weapon that you can switch between. I've seen that done in many RPGs (specifically Diablo). Typically it would be used to switch between a melee and a ranged weapon, but you could use it for anything. If ranged weapons were implemented, this feature would almost be necessary.
I don't see how switching weapons is a problem by any means. I see it as another feature of PVP in SO; I changed weapons a lot when I only had things such as the Katana, Scythe and Whip, and I still switch weapons to an extent.
Quote from: Mystery on July 10, 2011, 09:22:42 AMQuote from: Lingus on July 07, 2011, 01:47:50 PM
In my opinion, I would be happy if Meiun resolved the issue of switching weapons in some way or another. Either make it so you can't do it, or make it so you can have an alternate weapon that you can switch between. I've seen that done in many RPGs (specifically Diablo). Typically it would be used to switch between a melee and a ranged weapon, but you could use it for anything. If ranged weapons were implemented, this feature would almost be necessary.
I don't see how switching weapons is a problem by any means. I see it as another feature of PVP in SO; I changed weapons a lot when I only had things such as the Katana, Scythe and Whip, and I still switch weapons to an extent.
I think it's something that people just started doing. It hasn't been something that has been around for the entirety of SO. It's not a necessary function of pvp by any means. It may have provided a slight difference with the weapons available more recently in SO2, but still not necessary. Furthermore, the way SO3's combat will work may be significantly different such that it would not even matter. As I mentioned, with skills being available, people may be concerned with using those during pvp instead of switching weapons. Combat may also be altered to an extent. And there maybe be other factors that would change this as well. Weapon switching was such a fluke, that any number of things changing could have an effect on its usefullness.
Either way, it always struck me as kind of a silly thing, so I don't see why it would really make sense to implement something in the game to allow people to do it. The only way I see it making sense is if ranged weapons (or maybe other weapon "types"... what that would be I can't be sure) are implemented that would require you to switch from one weapon type to another mid-fight. And the only way I would see that being done is how I described it. You would equip a primary and alternate weapon, and you'd have a button that would toggle between them. It would never make sense to implement a system that would allow you to switch between all of your weapons in your inventory.
With all of that said, I probably wouldn't care if it worked exactly the same as it does now. If someone decides they want to take advantage of it, then it works for them. Otherwise, you can also not do it. So it works either way.
Quote from: Mystery on July 10, 2011, 09:22:42 AM
Quote from: House on July 10, 2011, 05:10:28 AM
where can you can i get the stick man???
Combine the head of the swordsman and the body of the stick wearing the winged helm in Paint
.
thanks
i thought of a base ball cap you know i dont think this looks right but people can make it better if they want
(http://img713.imageshack.us/img713/1096/baseballcap.png)
( sorry for double posting didnt relise)
Quote from: House on July 10, 2011, 05:21:42 PM
i thought of a base ball cap you know i dont think this looks right but people can make it better if they want
(http://img713.imageshack.us/img713/1096/baseballcap.png)
( sorry for double posting didnt relise)
You nailed the style pretty well, although the sprite is nothing special, I'd rate it 7,5/10.
I'm going to have to take the opposite stance here, Lingus. Switching weapons has actually been a core aspect of PvP in Stick Online v2 since its birth. Originally, although mainly SS vs SS, whips and WH were used as a suprise mechanic to gain advantage over the opponent. After the desert update, GS vs GS took over with katana and WH splashed in occasionally. The GS was such a powerful weapon that using other weapons was assured suicide, and at this time the term hit for hit was established and vit accounts spiked. The majority of battles was then GS vs GS, as katana's animation is slow enough that GS can respond to it easily, and if you messed up with WH you were sincerely boned. Eventually SH made its appearance, and has since joined its brother WH in its ability to suprise rape extremely effectively. However, its hitbox requires practice and is easy to make mistakes with, another thing that can easily be your downfall IN PvP.
You are correct in that the concept of switching weapons has only taken off recently because of SD and slasher, however I do not believe the difference is slight in the least. After these weapons were introduced there was FINALLY enough variety in the top tier to allow for some seriously effective weapon switching, and I believe it has had a drastic effect on PvP as we knew it. I believe the top PvPers of our time have proven that a one weapon strategy is no longer viable, that each weapon and each strategy has a counter, and there is so much more to think about than hit for hit. foG decimated the the arena with his LSB switching tactics on ledges, DaemonClawz scared us all shitliss with his masterfull SH handling, and now igumal dominates the field by using every item at his disposal to remove his weaknesses. The concept of GS vs GS is outdated and boring, and I believe Stick Online's PvP has evolved into so much more.
As you say it really depends on what Meiun will add to and change about combat as we now know it, but I sincerely hope strategic use of every item at your disposal will be supported and promoted.
Quote from: CherryPie on July 10, 2011, 05:44:02 PM
Quote from: House on July 10, 2011, 05:21:42 PM
i thought of a base ball cap you know i dont think this looks right but people can make it better if they want
(http://img713.imageshack.us/img713/1096/baseballcap.png)
( sorry for double posting didnt relise)
You nailed the style pretty well, although the sprite is nothing special, I'd rate it 7,5/10.
thanks cherry
I started working on an idea for SO 3 monsters. I had in mind to sprite and animate 3 monsters to give an idea the dev team what I could do. Even though I think I could have done something interesting, I've decided that I just don't have enough motivation/time to do so. It made me realise I wasn't fit for the job anyways.
Here is my base sketch just in case any of you would like the idea or would like to use it. I donate it to the community :P.
They are ment to be like tier 1, tier 2 and boss monster of the same tree-type monster.
(http://img827.imageshack.us/img827/3568/treemonsterscleanedsket.png) (http://imageshack.us/photo/my-images/827/treemonsterscleanedsket.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Quote from: crozier on July 07, 2011, 12:01:22 AM
K. Thanks for the critiques, I will update the skelly mask later.
In the meantime,
(http://[forbiddensite]/up/3fc7724b52ad356bc781c202296fdc34.bmp)
N'other friendly face.
Try to re angle the mask
Quote from: Lucifer on July 10, 2011, 05:50:09 PM
I'm going to have to take the opposite stance here, Lingus. Switching weapons has actually been a core aspect of PvP in Stick Online v2 since its birth. Originally, although mainly SS vs SS, whips and WH were used as a suprise mechanic to gain advantage over the opponent. After the desert update, GS vs GS took over with katana and WH splashed in occasionally. The GS was such a powerful weapon that using other weapons was assured suicide, and at this time the term hit for hit was established and vit accounts spiked. The majority of battles was then GS vs GS, as katana's animation is slow enough that GS can respond to it easily, and if you messed up with WH you were sincerely boned. Eventually SH made its appearance, and has since joined its brother WH in its ability to suprise rape extremely effectively. However, its hitbox requires practice and is easy to make mistakes with, another thing that can easily be your downfall IN PvP.
You are correct in that the concept of switching weapons has only taken off recently because of SD and slasher, however I do not believe the difference is slight in the least. After these weapons were introduced there was FINALLY enough variety in the top tier to allow for some seriously effective weapon switching, and I believe it has had a drastic effect on PvP as we knew it. I believe the top PvPers of our time have proven that a one weapon strategy is no longer viable, that each weapon and each strategy has a counter, and there is so much more to think about than hit for hit. foG decimated the the arena with his LSB switching tactics on ledges, DaemonClawz scared us all shitliss with his masterfull SH handling, and now igumal dominates the field by using every item at his disposal to remove his weaknesses. The concept of GS vs GS is outdated and boring, and I believe Stick Online's PvP has evolved into so much more.
As you say it really depends on what Meiun will add to and change about combat as we now know it, but I sincerely hope strategic use of every item at your disposal will be supported and promoted.
While I agree with your points in terms of SO2 (I guess I don't pay enough attention to PVP...) I still don't believe it will be a major factor in SO3. From the little that Meiun has said about combat in SO3, it sounds like there will be plenty to make it signficantly interesting without the need of switching weapons.
With that said though, I think a game that is designed in such a way as to allow players to take advantage of certain features organically is very interesting. The way SO2 is designed, weapon switching came about on its own. It was not necssarily an intended gameplay method, but it worked and people took advantage of it. In my opinion, things like that should come about naturally.
And of course, like I said, I would agree with a toggle between 2 weapons, but the ability to switch between all weapons in your inventory seems a bit unnecessary.
Quote from: Mystery on July 05, 2011, 11:24:31 AM
Concept art for the Top Hat and Fedora, straight from the sneak peek topic. Why everyone is saying 'sneak peak', I'll never know.
(http://img32.imageshack.us/img32/3945/tophatd.png)
Made by Mr. Pwnage.
(http://img841.imageshack.us/img841/4654/quickiem.png)
Made by yours truly.
mystery, i luv ya but that fedora is kinda bad...needs to be more flat on the top. that is just my opionon
Quote from: king on July 11, 2011, 05:45:37 PM
Quote from: Mystery on July 05, 2011, 11:24:31 AM
Concept art for the Top Hat and Fedora, straight from the sneak peek topic. Why everyone is saying 'sneak peak', I'll never know.
(http://img32.imageshack.us/img32/3945/tophatd.png)
Made by Mr. Pwnage.
(http://img841.imageshack.us/img841/4654/quickiem.png)
Made by yours truly.
mystery, i luv ya but that fedora is kinda bad...needs to be more flat on the top. that is just my opionon
First off, I made it in a very short amount of time in MS Paint, just to be concept art, not what I'd expect to be up to the standards of Stick Online v3. :P Secondly, fedoras aren't always perfectly flat. Many of them have creases on the side. And since the fedora is facing forward, I tried to emulate the fold in the top of the hat by making it crooked. But thank you for your criticism.
Haven't sprited in a while so here's my concept sprites I did for practice.
-Dragoon
(http://i72.photobucket.com/albums/i165/midnight_club_2004/dragoon_so3a.png)
-Knight
(http://i72.photobucket.com/albums/i165/midnight_club_2004/knight_so3a.png)
-Sf
(http://i72.photobucket.com/albums/i165/midnight_club_2004/sf_so3a.png)
I think the Knight Helm should have increased lighting/reflection. The metal on the Winged Helm was considerably more detailed in comparison.
The Sand Fiend looks odd to me due to its odd posture, with the weird crook in its body. I also feel that it could use slightly more shading.
Other than those 2 stylistically-opinionated criticisms, I like them. :)
Quote from: Pinball on August 04, 2011, 12:29:44 PM
Haven't sprited in a while so here's my concept sprites I did for practice.
-Dragoon
(http://i72.photobucket.com/albums/i165/midnight_club_2004/dragoon_so3a.png)
i'll prob quote others l8er but for now, the Dragoon helm from v2 should be even more similar to v3. I'm not sure if those black dot/marks are suppose to be eyes,ect, but your helm seems to cover a larger portion of the stickmans head.
Quote from: Forum on August 04, 2011, 09:45:19 PM
i'll prob quote others l8er but for now, the Dragoon helm from v2 should be even more similar to v3. I'm not sure if those black dot/marks are suppose to be eyes,ect, but your helm seems to cover a larger portion of the stickmans head.
The black slits are intended to be eyeholes.
I didn't notice that the helmet was proportionally bigger than the current one, though. Good catch.
Maybe the size difference could be accounted to Pin stylizing the hat for v3, as it still looks quite similar to the v2 DH. Or it may be due to the fact that it no longer has the obnoxiously large outline, making it look bigger. Either way, I don't think it's a problem.
Quote from: Forum on August 04, 2011, 09:45:19 PM
Quote from: Pinball on August 04, 2011, 12:29:44 PM
Haven't sprited in a while so here's my concept sprites I did for practice.
-Dragoon
(http://i72.photobucket.com/albums/i165/midnight_club_2004/dragoon_so3a.png)
i'll prob quote others l8er but for now, the Dragoon helm from v2 should be even more similar to v3. I'm not sure if those black dot/marks are suppose to be eyes,ect, but your helm seems to cover a larger portion of the stickmans head.
the eye holes are in the middle of the face and in real life, your eyes are in the middle of your face.
Quote from: Pinball on August 04, 2011, 12:29:44 PM
Haven't sprited in a while so here's my concept sprites I did for practice.
-Knight
(http://i72.photobucket.com/albums/i165/midnight_club_2004/knight_so3a.png)
That knight helm looks amazing! Good job!
Quote from: Pinball on August 04, 2011, 12:29:44 PM
-Sf
(http://i72.photobucket.com/albums/i165/midnight_club_2004/sf_so3a.png)
That SF looks really shitty however, lol. On a side note: did you also sprite the cactus and the bones or did meiun/venuse send you the desert scene to sprite in some stuff?
The hats look good, but the SF looks like a 5 year old drew it. :P
Lol, you guys have to keep in mind that the monsters will most likely be all different. I'm not saying there won't be any similarities, but don't expect the exact same things.
Quote from: Freeforall on August 05, 2011, 04:23:56 PM
Lol, you guys have to keep in mind that the monsters will most likely be all different. I'm not saying there won't be any similarities, but don't expect the exact same things.
They're posting their own ideas, which is what this thread is for. There is nothing wrong with basing an idea off of a v2 item/creature.
No [regular] user here has an idea of what items/creatures are going to be in v3. Some may be taken and updated from v2 and put into v3.
Keep up the interesting work, pin. I'm liking your version of the DH, still. ;)
Thanks for the feedback.
Quote from: CherryPie on August 05, 2011, 03:34:14 AM
On a side note: did you also sprite the cactus and the bones or did meiun/venuse send you the desert scene to sprite in some stuff?
Yeah I sprited them.
Quote from: Pinball on August 06, 2011, 02:28:46 AM
Thanks for the feedback.
Quote from: CherryPie on August 05, 2011, 03:34:14 AM
On a side note: did you also sprite the cactus and the bones or did meiun/venuse send you the desert scene to sprite in some stuff?
Yeah I sprited them.
Good work.
I have a few suggestions for v3, some have sprites some don't. As a sprite artist I try my best to be as original as possible. Anyway here is my ideas.
Weapon Evolving: Weapons level up doing more damage or moving faster. All weapons start at a default level of 1 and progress to around level 5-10 allowing a few more points in damage to be dealt. Weapons would level up like a player except they receive exp when used. This would add a little more strategy to the game and not make everyone's weapons exactly equal unless they had a maxed gs and so did the other guy.... just an idea though. I'm not sure how hard it would be to script it though....
Capes: So I was spriting a bit the other day and thought wouldn't it be cool to have a cape (I was working on headgear designs/revamps). So I sprited a cape on a stick figure and here are a few different cape colors/looks. Sadly I have only sprited one cape style atm but there are many more possibilities plus it would add another piece of equipment which would make encounters be they with enemies or fellow players more strategic. Also it doesn't take to much of the simplicity away from the game which is I believe one of the key reasons that it is so fun and appealing to many of us.
(http://i658.photobucket.com/albums/uu306/SytheXP/capes.png)
EDIT: The above capes were my first approach on the idea.... I sense revamped them, however didn't realize I had taken the wrong versions when I put together this image. It wasn't until I was slightly critiqued that I noticed this. Below is a revamped version of the cape (Only a red one for now). I would appreciate more constructive criticism on my idea and my artwork. I hope you enjoy.
(http://i658.photobucket.com/albums/uu306/SytheXP/caperemake.png)
Make em straighter towards the bottom, they just look like blobs of color like that... also maybe make them wider?
Quote from: stick d00d on August 10, 2011, 02:47:59 AM
Make em straighter towards the bottom, they just look like blobs of color like that... also maybe make them wider?
I will play around with em a bit and see if it looks better. After looking at it in the smaller perspective I see what you mean about the blobs of color. I am however a little skeptical that making them wider won't look much better either.
For the weapon leveling up thing, it should be max at 3-5 and only gain exp for hitting a monster, not just used. That would prevent them from being spammed nonsensely
Those capes look sweet! I want the purple one!
I actually quite like the idea of capes. Gives us something else to hunt for and make us stronger. It can also allow us to make more types of builds if capes were to give stats like hats did.
I believe capes was something that was discussed a long time back. Anyone remember my old forum avatar?
Basically, the reason why capes don't work is because it's something that would have to be included for every animation. Walk, run (if there will be a different run animation), jump, weapon swings (which there could be a different one for each weapon), etc... So it wouldn't really be feasible to have capes.
Quote from: Lingus on August 11, 2011, 08:03:38 PM
I believe capes was something that was discussed a long time back. Anyone remember my old forum avatar?
Basically, the reason why capes don't work is because it's something that would have to be included for every animation. Walk, run (if there will be a different run animation), jump, weapon swings (which there could be a different one for each weapon), etc... So it wouldn't really be feasible to have capes.
I took this into thought when I mentioned it, However adding a cape to every animation would not be too difficult. Yes it would take some time and it wouldn't be immediate, with every weapon added there would have to be an extra animation for the capes however when you make the one animation making the separate cape colors is easy. For each different cape you would have to make separate animations but it would add a lot more customization and a wider variety of stat builds. You have to put work into a game to have a good game. I do see how it would be time consuming though.
That is all understood. I'm just stating why I think this won't ever happen. It's too much extra work for what it's worth. I would prefer to have a larger number of weapon and hat choices than to have an additional item type. If adding an additional item type is necessary to balance out the game and allow for additional character customization and/or diversity, a non-visual item type could be added. This has been done in a lot of RPG games. Rings, amulets, tokens, etc... Having a cape item type would really just be for the benefit of an added graphical element. And like I said, the extra effort would not be worth it considering the simplistic nature of SO.