I always wanted a third level of the hammer, so I remade my old steel hammer into the new and revamped iron hammer :DD
(http://img521.imageshack.us/img521/954/ironai.gif)
slower version-
(http://img210.imageshack.us/img210/9586/irona.gif)
THe sprite of the Iron hammer was actually worked on to look better.
Now then.. With the sprite in place, why not have a boss to go along with this weapon as well? Not to mention hat?
(http://img46.imageshack.us/img46/186/bsb.png)
(http://img9.imageshack.us/img9/107/bsbwah.gif)
(http://img821.imageshack.us/img821/6669/sdafsdfsadf.gif)
(http://img574.imageshack.us/img574/3348/asdfsadfsdfds.png)
(http://img181.imageshack.us/img181/2752/att.gif)
Also- Thoughts of the possible stats would be
Iron Hammer- 45 stam usage :I 55 base dmg? Hits 2 targets, more horizontal distance WH knockback. The reason for the insane stats is that this is a boss, no mini boss. Possibly spawns once every 10 rbs or so, with hp equivalent to a snowman.
Blacksmith's Mask- 5 Str 5 def, new str hat as pirate hat can be bought and is a staple str hat at the moment.
Example
(http://img227.imageshack.us/img227/9586/irona.gif)
Quote from: Ceroblitz on November 11, 2010, 08:53:12 PM
I always wanted a third level of the hammer, so I remade my old steel hammer into the new and revamped iron hammer :DD
(http://img521.imageshack.us/img521/954/ironai.gif)
THe sprite of the Iron hammer was actually worked on to look better.
Now then.. With the sprite in place, why not have a boss to go along with this weapon as well? Not to mention hat?
(http://img46.imageshack.us/img46/186/bsb.png)
Hohoho. I'll animate the boss but I'd like some fixes to some ideas first :I
.gifs viewed better on Mozilla Firefox, something that doesn't slow down gifs on the browser.
That is amazing! You have great spriting skills! :D
The boss looks really cool too. I like the idea! :)
Blacksmith's Mask more like Welding Mask to be less generic.
Welding masks are alot different, they cover your whole front of your face with plastic blocking the eye cover.
(http://img210.imageshack.us/img210/9586/irona.gif)
slower version.
The icon of the hammer is facing the opposite direction it's supposed to. Other than that, great job with the animation!
Quote from: 11clock on November 11, 2010, 09:30:23 PM
The icon of the hammer is facing the opposite direction it's supposed to. Other than that, great job with the animation!
thats the point
Quote from: Ceroblitz on November 11, 2010, 08:53:12 PM
I always wanted a third level of the hammer, so I remade my old steel hammer into the new and revamped iron hammer :DD
(http://img521.imageshack.us/img521/954/ironai.gif)
THe sprite of the Iron hammer was actually worked on to look better.
Now then.. With the sprite in place, why not have a boss to go along with this weapon as well? Not to mention hat?
(http://img46.imageshack.us/img46/186/bsb.png)
Hohoho. I'll animate the boss but I'd like some fixes to some ideas first :I
.gifs viewed better on Mozilla Firefox, something that doesn't slow down gifs on the browser.
Another level to the already strongest public weapon in-game? (Legendary Sand Sword doesn't count, I don't care if it's stronger, it's so ridiculously rare I won't count it as public until someone gets it besides foG.) If this was to be implemented, no desert spawn pl0x. There's too much focus on it already IMO. I'd like to see it at the mountain only. And it'd have to waste a lottt of stamina, something ridiculous like 50. And as 11clock said, the hammer head is facing a different direction than the main part of all other weapons for the inventory icon. Flip it and it'll be golden.
Regarding the animation itself, it looks very nice, but it has some kinks that need to be worked out. Such as when the hammer lands on the ground, it looks like his arm is bending inside-out so badly he broke his arm from the impact. And nearing the end of the animation, the stick legs are too flat for my liking to look natural. Other than that, kudos to you yet again Ceroblitz. I'd love to see one of your ideas make it in-game.
EDIT:
Quote from: Ceroblitz on November 11, 2010, 09:31:38 PM
Quote from: 11clock on November 11, 2010, 09:30:23 PM
The icon of the hammer is facing the opposite direction it's supposed to. Other than that, great job with the animation!
thats the point
(http://lolwut.com/layout/lolwut.jpg)
I'd like to know what the point of that is.
He made it like that. Just because the other weapons are facing in the same direction doesn't mean he has to follow suit. I rather enjoy the fact its in a different direction from every single other weapon.
Quote from: Mystery on November 11, 2010, 09:32:01 PM
-snip
I'd like to know what the point of that is.
Makes more sense, but whatever.
Also, the arm is bending the right way, if you think about it. The elbow is bending forward once the hammer is shown, and is still bending once it has been rotated to the current position. If it was bending the other way, that would look unnatrual
Quote from: Ceroblitz on November 11, 2010, 09:37:47 PM
Also, the arm is bending the right way, if you think about it. The elbow is bending forward once the hammer is shown, and is still bending once it has been rotated to the current position. If it was bending the other way, that would look unnatrual
Oh, sorry. I wasn't sure about that point, to be honest. It's difficult to tell with a stick figure, since the arms don't actually look like real arms, so from certain angles, it looks subjective. :(
example? :D
(http://img227.imageshack.us/img227/9586/irona.gif)
(http://img574.imageshack.us/img574/3348/asdfsadfsdfds.png)
Looks great as usual, Cero. But what kinda stats do you think would go on the blacksmith's mask?
~Looperpuck
Quote from: Looperpuck on November 11, 2010, 10:17:19 PM
Looks great as usual, Cero. But what kinda stats do you think would go on the blacksmith's mask?
~Looperpuck
Read the OP.
Ah I see, good work as always.
~Looperpuck
I'll leave this here. Walk animation, attack animation and sample config coming soon.
(http://img9.imageshack.us/img9/107/bsbwah.gif)
Yes! If this is spawned at the mountain then I approve 100%!
I really do like the boss and the attack.
Quote from: Ceroblitz on November 12, 2010, 03:53:16 AM
(http://img9.imageshack.us/img9/107/bsbwah.gif)
I can see a few problems with this boss, espically if it's spawned at the mountains. For one it's such a wide sprite, so when it turns around, it's gonna look a bit dodgy (much like when an RB turns around). Also the fact that the boss appears to be dragging the hammer will look weird when he's jumping and moving around the mountains, cause at some points the hammer will be floating in mid air. And not to mention that there is already the Rock boss that spawns at the mountains. He just wouldn't fit in to much at mountains.
I can also see problems with the hammer as a weapon. The head is much to skinny so actually hitting someone with it is going to be a real challenge, much harder than WH or SH. And with the fact that you want the hammer to use up 45 stamina per swing? That will make it extremely ineffective due to it's terrible accuracy and stamina drain.
My apologies for being such a buzz kill with it. I really do like the look of both sprites. I think they are very awesome looking. But we gotta face the facts.
Quote from: Celson on November 12, 2010, 08:16:51 AM
Quote from: Ceroblitz on November 12, 2010, 03:53:16 AM
(http://img9.imageshack.us/img9/107/bsbwah.gif)
I can see a few problems with this boss, espically if it's spawned at the mountains. For one it's such a wide sprite, so when it turns around, it's gonna look a bit dodgy (much like when an RB turns around). Also the fact that the boss appears to be dragging the hammer will look weird when he's jumping and moving around the mountains, cause at some points the hammer will be floating in mid air. And not to mention that there is already the Rock boss that spawns at the mountains. He just wouldn't fit in to much at mountains.
I can also see problems with the hammer as a weapon. The head is much to skinny so actually hitting someone with it is going to be a real challenge, much harder than WH or SH. And with the fact that you want the hammer to use up 45 stamina per swing? That will make it extremely ineffective due to it's terrible accuracy and stamina drain.
My apologies for being such a buzz kill with it. I really do like the look of both sprites. I think they are very awesome looking. But we gotta face the facts.
All this tells me is that I shall have to actually practice with a weapon for once.
I think this would be cool at the desert or better still temple because the mountain is more of a new players area an if they were to come up against this it would own them lol ;)
But all in all an awesome boss.
As always, very unique and fantastic sprites. I could see myself using both items, especially the hat, it's kinda creepy!
However, I can't imagine a place for the boss to call home. Each area already has its own unique boss(es), and as is they're rather stuffed. The area I could see it fitting the most in would be the bandits, but with the recent addition of the Bandit Assassin (Or Dark Bandit), the activity of the area is already booming, and it's a good idea to try and balance the activity of each area. Therefore, my suggestion would be for it to have a chance to spawn anywhere, with a spawn chance even less than the SG. (Simply because other monsters are killed much more and much easier than cacti for the SG.) It would function similar to the SG in that it's not really hunted, but when it arrives everyone gathers to defeat it.
There's a few flaws in that idea, but I personally can't see a specific place for it to fit. *shrug*, someone can feel free to debate that.
One problem with the weapon I can see is in the concept of the knockback. I dearly hope your example was describing 99 strength or something, because that could easily knock someone out of the arena. Knocking someone out of the arena with a WH or SH is supposed to be a difficult feat, you don't want to make it too easy. I know that's just an example, but it needs work. As Celson described, it does look a little harder to hit with, so there's always that to help balance it, but still.
On the subject of balancing in general, I'd just like to touch on something. If you want to suggest ideas that would benefit Stick Online the most, and would have the highest chance to be put into the game, I would work on designing items that are not extremely rare and the most powerful of their type. To balance out luck and skill in PvP, there needs to be items that fit between powerful and forgotten items, "upgrades" that don't necessarily rival the rarest of items, but lower their advantage. The more items in the game, the more inherent the balance is between them all.
I think id be cool if you made that a pirate ship boss that could hammer you off the pirate ship with 1 swing so you have to be very careful to get hits XD
plus the pirate ship (area) doesn't have any s.o. traffic cause no monsters are there.
Idk just an idea
It wouldn't fit or live on the pirate ship to become a boss, it would just fall off.
Walk, version II
(http://img821.imageshack.us/img821/6669/sdafsdfsadf.gif)
Quote from: Ceroblitz on November 12, 2010, 10:00:06 PM
It wouldn't fit or live on the pirate ship to become a boss, it would just fall off.
Walk, version II
(http://img821.imageshack.us/img821/6669/sdafsdfsadf.gif)
Much better, it makes a lot more sense.
I think this is a great idea, but that hammer head is like tiny. Swinging it very fast and causing a ton of damage makes sense to me, but it's kinda not likely to hit. The graphics are amazing, but minor flaws.
So yeah, I guess a lot of us is saying the same thing, kinda.
The sprite is awesome, but what you want it to be is sort of imbalanced. The swing animation is of same quickness as WH, maybe even quicker. The hitbox is giant, and the knockback is just way too strong. Only cons I can notice are huge stamina cost and slow attack animation (not stated, but most likely the cooldown of the reuse as well).
Imagine this being used at tourney, with standard pvp rules applied. The strike is relatively mid-fast, and would come as an awesome surprise attack synergistic with GS and IS. Imagine a player using GS whole round, then BOOM, quickly changes to this hammer and slams the opponent from the battlefield. The knockback is just way too strong.
Also,
Why not putting our new mob in the city?
//Off-topic:
I'd love a new whip! Perhaps you could design a wine whip? Giant range, low cooldown, average damage and stamina cost, etc... We have 5-ish swords, 2 hammers, some other stuff, why not having 2 whips? I'm surprised it's not already in =)
I like both walking animations. It would be neat if it use one or another depending on the HP it had left. Like it started with holding the hammer and with 20% health it would drag it.
Or used one another from returning from an attack.
(http://img181.imageshack.us/img181/2752/att.gif)
attack :I sliding leg is done to emphasize power.
I think the only issue I have with all of your animations are the attack is way too slow if you were making it SO oriented..
Awesome sprites. I still wonder why Meiun didn't ask you to be included in the spriting team. :x
Love it.
I like the attack, but to me, the blur looks really strange.
Other than that, great work as usual.
I think the boss needs a little bit more alterations from your average stickman.
I'm not really sure what to do , but make him more hulking-brutish or eviler or something.
As for the hammer-head being too small, put in a small AoE around the hammer when it hits that will also deal the damage.
Quote from: CherryPie on November 13, 2010, 04:54:44 PM
Awesome sprites. I still wonder why Meiun didn't ask you to be included in the spriting team. :x
84 thumbs up.
I could only see this boss fitting in one area: The wall.
Not the whole desert, just the wall, that's it.
Why? Because this just so happens to be the evil blacksmith who crafted the wall with his hammer and nothing more. There's some lore, eh?
love the Boss and the hammer good job man
lol you love the boss and the boss wtf?