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'Wind-up toy' backitem.


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#1 gEddeh

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Posted 19 August 2012 - 11:15 AM

Made a quick sketch for a back item that popped into mind :)

Posted Image

(It's a pretty simple sketch since I'm used to making storyboards for my films ;p)
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#2 ShazamO

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Posted 20 August 2012 - 01:30 PM

Oo I like the spinning concept. :gawi:
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#3 mentos

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Posted 20 August 2012 - 03:20 PM

As do I... but I wonder. There are no moving equipment items in ROSE. None. So I guess it isn't technically possible. As for it being a back-item, I could definitely see that happening. It just won't spin, which is a bit of a shame.

If anything, I think this would make for some great automated wind-up mobs. If you look at the cannon penguin, their wheels move so it should be possible for mobs to have some spinning parts. But although I would love nothing more than to see little steampunk robots running around, I can't help but wonder what planet they would be on. I mean, maybe the Karkians have use for robots; not much is known about them. I think they'd fit the game like a charm, what with all these castle gears roaming the streets of Junon.
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#4 Calanor

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Posted 31 August 2012 - 09:18 AM

Something like this?
Attached File  windUpPreview.jpg   213.69KB   9 downloads
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#5 GrungyPhReaK

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Posted 31 August 2012 - 10:01 AM

it sounds like a great idea for a Christmas event with the Nutcracker :D
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#6 gEddeh

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Posted 01 September 2012 - 01:17 PM

Something like this?
Attached File  windUpPreview.jpg   213.69KB   9 downloads

That looks awesome! Will that make it into the game you think? :3 (And will the devs make it able to spin while walking? :D)
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#7 gEddeh

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Posted 03 September 2012 - 08:21 AM

As do I... but I wonder. There are no moving equipment items in ROSE. None. So I guess it isn't technically possible.

That is actually not true. jRose actually has capes that realisticly move while walking.
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#8 mentos

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Posted 03 September 2012 - 01:51 PM

That is actually not true. jRose actually has capes that realisticly move while walking.


Well yes, but jRose is a magical fictional place where dreams come true.
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#9 Xenobite

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Posted 04 September 2012 - 01:46 PM

I think JRose capes are part of the "main body" model...
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#10 Feuer

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Posted 04 September 2012 - 02:33 PM

Simply put. Jrose added a set of bones to manipulate the capes. And re-recrded their animation movements to include the cape bones and joints.

Also this is a truly simple design. Xeno could knock this out in about an hour same as myself.
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#11 Xenobite

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Posted 05 September 2012 - 02:27 AM

I would preffer they do some small change in client to allow attached animated models (weapons, backitems etc) with their own mini skeletons (just few bones) and animations
WAY less work
there is just too many character animations that would need "fixing"
in case existing anims and skeletons would be modified:
since there are many different "item types" that could be added as backitems - best way would be to do it as car weapons - add bunch of extra bones with their anims - for example flapping wings, rotating "key thingie" etc, capes that don't look like piece of tin/wooden board etc
it is not too hard to do - actualy very easy - but it IS time consuming because of amount of different animations that should be modified (almost 500) so if it takes let's say 1h for each animation - it would take few months of constant work to edit all those (8h hard brainwashing working days with free weekends)
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#12 mentos

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Posted 05 September 2012 - 08:49 PM

I would preffer they do some small change in client to allow attached animated models (weapons, backitems etc) with their own mini skeletons (just few bones) and animations
WAY less work
there is just too many character animations that would need "fixing"
in case existing anims and skeletons would be modified:
since there are many different "item types" that could be added as backitems - best way would be to do it as car weapons - add bunch of extra bones with their anims - for example flapping wings, rotating "key thingie" etc, capes that don't look like piece of tin/wooden board etc
it is not too hard to do - actualy very easy - but it IS time consuming because of amount of different animations that should be modified (almost 500) so if it takes let's say 1h for each animation - it would take few months of constant work to edit all those (8h hard brainwashing working days with free weekends)


Please stop saying such horrible things, I just got out of bed :c
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#13 Xenobite

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Posted 06 September 2012 - 01:47 AM

but it's not that horrible :)

and solution is very easy:

Posted Image


if $ is involved - more people could be hired for this job and development time can be cut down few times
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