help me i can't stop 3ding
Not bad. Certainly better than what I can do.
How come it doesn't meow in 3d? How many dimensions are there in sound anyways?
Heh, pretty cool. Though, with pawpad hands, it would be difficult for it to grab things.
Reminds me of a comic I read once...
Reminds me of a comic I read once...
the hands are just pancakes because when transfered to the super-small resolution of dink they aren't visible
lazy i know
lazy i know
True...
How good are you at creating things like backgrounds or sprites?
How good are you at creating things like backgrounds or sprites?
Nice!
The topology seems a little strange at places, you'll need to work on areas like the shoulders and elbows to make them animate properly... but I love the concept! Keep on modelling!

The topology seems a little strange at places, you'll need to work on areas like the shoulders and elbows to make them animate properly... but I love the concept! Keep on modelling!
I'm okay at sprites, I can make a barrel or something if needed, or a house maybe. Animated ones require a lot of time in 3ds max AND photoshop to get them in the right palette and to give them proper shadows as for all sprites.
Also yeah, the rig isn't final, I just needed something to show you guys before I went to bed yesterday. Still stuff to be fixed.
Thanks for the support guys
Also yeah, the rig isn't final, I just needed something to show you guys before I went to bed yesterday. Still stuff to be fixed.
Thanks for the support guys

Can you draw/animate a real cat?
I have for this new character:
Walking,
Idle,
Hitting, (Needs tweak see below)
The problem with the hitting sequences is that they jump to the left. I cannot figure out why, The depthdots and hardboxes are all fine. It's just when I go to punch, the character's graphic jumps a dozen pixels to the left. Screen left, not the character's left. I check the .ini, I check start-1.c, I check item-fst.c, I don't know the problem. Anyone have any ideas, much appreciated.
Walking,
Idle,
Hitting, (Needs tweak see below)
The problem with the hitting sequences is that they jump to the left. I cannot figure out why, The depthdots and hardboxes are all fine. It's just when I go to punch, the character's graphic jumps a dozen pixels to the left. Screen left, not the character's left. I check the .ini, I check start-1.c, I check item-fst.c, I don't know the problem. Anyone have any ideas, much appreciated.
Well, if you're working with sprites, you could move the part that jumps forward back the requisite amount of pixels. If that fails, you could add an after-image to make it look cool.
Ah, you make the shadows by hand.. frame-by-frame? THat is a pain! :/
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!

The problem with the hitting sequences is that they jump to the left. I cannot figure out why, The depthdots and hardboxes are all fine. It's just when I go to punch, the character's graphic jumps a dozen pixels to the left. Screen left, not the character's left. I check the .ini, I check start-1.c, I check item-fst.c, I don't know the problem. Anyone have any ideas, much appreciated.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file
My guess is your depth dots are not set up exactly the same for each different sequence of the different animations. So, the X-axis shifts when you're going from walking/idle to hitting.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file

Is Dink standing on the same spot in the actual .bmps? If not, then dink.ini lines actually need to be different for each sequence. (Which is kind of a pain, so I suggest always leaving enough whitespace in graphics to not have to move the actual character when doing different animations...)
demo
demo
Well, if you're working with sprites, you could move the part that jumps forward back the requisite amount of pixels. If that fails, you could add an after-image to make it look cool.
Yeah I was considering that but I really shouldn't have to.
Ah, you make the shadows by hand.. frame-by-frame? THat is a pain! :/
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!
To make the shadows I put a white matte plane on the ground that only reacts to one omni light shadow on the front that is raytraced so there is no anti-aliasing or blurring. Then I put the frame in photoshop, fill it with a black-white checkerboard pattern, index the color with the Dink pallette, and save it. So yeah, that's what I've been doing.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file My guess is your depth dots are not set up exactly the same for each different sequence of the different animations. So, the X-axis shifts when you're going from walking/idle to hitting.
The depthdots are manually edited for each sequence so the hitbox spans up the space between his feet, and the depthdot is always between them as well. I've tried moving the dd to the side to make the sequence move in the right spot, but it doesn't work. Once in a blue moon I check the hitbox/dd and it's all screwed up for no reason, I've checked the ini, and nothing has changed. I don't understand it.
Is Dink standing on the same spot in the actual .bmps? If not, then dink.ini lines actually need to be different for each sequence. (Which is kind of a pain, so I suggest always leaving enough whitespace in graphics to not have to move the actual character when doing different animations...)
Yes I change the depthdots for each sequence so they fit, but they still jump to the left. I'll leave a dropbox with my .dmod file in here if you want it.
Khepran.dmod
Might be messy, or not.
That was a mouthful.
Yeah I was considering that but I really shouldn't have to.

Ah, you make the shadows by hand.. frame-by-frame? THat is a pain! :/
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!
To make the shadows I put a white matte plane on the ground that only reacts to one omni light shadow on the front that is raytraced so there is no anti-aliasing or blurring. Then I put the frame in photoshop, fill it with a black-white checkerboard pattern, index the color with the Dink pallette, and save it. So yeah, that's what I've been doing.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file My guess is your depth dots are not set up exactly the same for each different sequence of the different animations. So, the X-axis shifts when you're going from walking/idle to hitting.
The depthdots are manually edited for each sequence so the hitbox spans up the space between his feet, and the depthdot is always between them as well. I've tried moving the dd to the side to make the sequence move in the right spot, but it doesn't work. Once in a blue moon I check the hitbox/dd and it's all screwed up for no reason, I've checked the ini, and nothing has changed. I don't understand it.
Is Dink standing on the same spot in the actual .bmps? If not, then dink.ini lines actually need to be different for each sequence. (Which is kind of a pain, so I suggest always leaving enough whitespace in graphics to not have to move the actual character when doing different animations...)
Yes I change the depthdots for each sequence so they fit, but they still jump to the left. I'll leave a dropbox with my .dmod file in here if you want it.
Khepran.dmod
Might be messy, or not.
That was a mouthful.
Your item-fst.c is overwriting the stuff you set in dink.ini, I think:
dink.ini
item-fst.c
If you remove the latter, or add the extra info from dink.ini into it, the graphics *mostly* align right (except for the upward animation, but that's probably just a matter of more fiddling.)
EDIT: Ah, that one just didn't work because you have an extra space here:
Also, purple head and pink boots?! Hardcore, man.
dink.ini
load_sequence_now graphics\khepran\hit\c-h2- 870 75 44 69 -9 -11 8 6 load_sequence_now graphics\khepran\hit\c-h4- 872 75 40 69 -7 -10 8 6 load_sequence_now graphics\khepran\hit\c-h6- 874 50 34 68 -8 -8 9 6 load_sequence_now graphics\khepran\hit\c-h8- 876 75 43 66 -8 -10 9 5
item-fst.c
init("load_sequence_now graphics\khepran\hit\c-h2- 870 75"); init("load_sequence_now graphics\khepran\hit\c-h4- 872 75"); init("load_sequence_now graphics\khepran\hit\c-h6- 874 75"); init("load_sequence_now graphics\khepran\hit\c-h8- 876 75");
If you remove the latter, or add the extra info from dink.ini into it, the graphics *mostly* align right (except for the upward animation, but that's probably just a matter of more fiddling.)
EDIT: Ah, that one just didn't work because you have an extra space here:
876 75 43
Also, purple head and pink boots?! Hardcore, man.

Oh my lord THANK YOU SCRATCHER.
It works fine now, I fixed it.
SCRATCHER THANK YOU SO MUCH.
Also yeah I like the colors too. I went with what responded to the palette. :3

It works fine now, I fixed it.
SCRATCHER THANK YOU SO MUCH.
Also yeah I like the colors too. I went with what responded to the palette. :3