Fate of Atlantis characters, dumped and tiled.

Started by Monsieur OUXX, Wed 29/05/2013 13:19:09

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Monsieur OUXX

The title says it all : I intend on dumping all FoA character sprites into image files, and then make big tiles of them, to be able to browse through them quickly.

I've already done Indy and Sophia (below).

My process:
1) Find and download the small "LucasRipper" utility from the web
2) Make sure you are a legal owner fo FoA (floppy disk version -- LucasRipper has trouble with the talkie version)
3) Export all sprites using the tool
4) Do a bit of cleaning/sorting into subfolders
5) Download and install ImageMagick 6
6) Run this command in the folder containing the png files: montage -geometry +4+4 *.png output.png

[imgzoom]http://img593.imageshack.us/img593/3832/outputh.png[/imgzoom]
[imgzoom]http://img341.imageshack.us/img341/8587/outputx.png[/imgzoom]
 

Technocrat

In a way, I'm kind of surprised that it's so few sprites!

Is it sad that I can remember where most of these animations go in the game?

Monsieur OUXX

#2
Quote from: Technocrat on Wed 29/05/2013 13:47:39
Is it sad that I can remember where most of these animations go in the game?

It's helping me "watching" the animation in my mind (with so few frames, it can be hard to tell one animation from another by just watching the pictures), so in this case it's not bad to be a nerd, it's actually helpful.  :wink:
 

Armageddon

Could you possibly dump Boston Low from The Dig? I've seen FoA character sheets before but never Dig sheets.

Mati256

#4
Something that I don't understand are those headless sprites and the head somewhere else. Does somebody know why is that?

Quote from: Armageddon on Wed 29/05/2013 17:51:46
Could you possibly dump Boston Low

Those are buried deep in the code. You have to "dig" for them.
My Blog! (En Español)

Khris

Mati:
Scumm supported talking while walking.

Snarky

And in general, allowed you to create character animations by composing different parts animated separately (Stan's waving arms from Monkey Island being an obvious example).

Ryan Timothy B

Not just that, it allows you to have facial reactions/expressions in any of these headless poses. It adds a lot of life to the characters. It would be nice if AGS had a built-in system for this as well instead of having to code your own system and using a character for the head (or blending sprites).

Armageddon

Quote from: Ryan Timothy on Thu 30/05/2013 00:39:40
Not just that, it allows you to have facial reactions/expressions in any of these headless poses. It adds a lot of life to the characters. It would be nice if AGS had a built-in system for this as well instead of having to code your own system and using a character for the head (or blending sprites).
I duplicated it with having a second character for the head and having that character follow the player body exactly. Time Gentlemen, Please! had a facial expression system too.

Ryan Timothy B

With a high res game like Journey of Iesir, the system needed to allow for multiple poses like upper body movement, crouching, and other stuff like that. Having a locked head would generally always be a few pixels off during body animation. The system I created you could move the head in the in-game editor and save the position, then when the animation played in-game it would position it accordingly. Where you could position the head for the whole view, or loop, or even just the single frame if you needed to.

Trapezoid

Quote from: Khris on Wed 29/05/2013 23:42:33
Mati:
Scumm supported talking while walking.
Nah, in FOA if you walk while a line's being spoken, it just uses the normal walking animation. The headless stuff is just for gestures during conversations.

Mati256

Thanks for the answers. I never realized that.
My Blog! (En Español)

Armageddon

Quote from: Trapezoid on Thu 30/05/2013 04:23:56
Quote from: Khris on Wed 29/05/2013 23:42:33
Mati:
Scumm supported talking while walking.
Nah, in FOA if you walk while a line's being spoken, it just uses the normal walking animation. The headless stuff is just for gestures during conversations.
In Monkey 2 you could look at something and keep walking and your head would move.

Trapezoid

I don't think so. It just resumes the talking animation once you stop walking.

Armageddon

Quote from: Trapezoid on Fri 31/05/2013 02:58:39
I don't think so. It just resumes the talking animation once you stop walking.
This is false. :)

Trapezoid

What version? In the PC MI2, Guybrush's walking animations are not headless, he just keeps his mouth shut any time he's walking.


Phemar

Quote from: Armageddon on Fri 31/05/2013 02:59:56
Quote from: Trapezoid on Fri 31/05/2013 02:58:39
I don't think so. It just resumes the talking animation once you stop walking.
This is false. :)

It is true. I have witnessed it first-hand. It is also why the sprites for the walking animation all have heads ^^

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