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Hapiel
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Quote Hapiel Replybullet Topic: [OPP] Characters
    Posted: 27 June 2013 at 9:51am
If you don't know that this post is about, check out this:
What is the OPP

Characters don't really need to be related to a theme.

If you feel like adding more characters, do so!
If you feel like animating one of these characters, do so too! Any of these characters could use idle animations or walking animations. If you think some character has potentional to be 'playable' go crazy and add running, jumping, attacking, climbing, hanging from ropes, talking, whatever!

Remember that all artwork will be licensed CC-BY-3.0 and are free to use by anyone for any purpose!

Characters Style:
Palette:


Base size: 64x64 (feel free to make smaller or bigger characters)
Animations should run at 8/100 seconds per frame (12.5 FPS)
Single px outline, dark preferably not black
Feet are both at the same hight.
No shadow
No dithering
Big cartoony faces, size about half of the character height (for humans).
Humans also have very short legs and a tall body.
Tall black eyes and pink noses, such as in these examples:


So far there is:

Check the WIKI!!!
Traveler
Natives






WIP:


Contributors:

  • RileyFirey
  • Jim16
  • A3um
  • Skeddles
  • guima1901 


Idea list

waiting for Ellian to tell us something brilliant ;)




Edited by Hapiel - 07 July 2013 at 1:29am
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DawnBringer
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Quote DawnBringer Replybullet Posted: 27 June 2013 at 11:22am
The first picture uses the old colors (look for the violett-y bright-red in the hat). Could be a good idea not to keep wrong palette pictures around, as ppl may just grab a random image to work from.
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gogglecrab
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Quote gogglecrab Replybullet Posted: 27 June 2013 at 4:52pm
Is there anyway to test if your palette is the real deal?
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anodomani
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Quote anodomani Replybullet Posted: 03 July 2013 at 10:27pm
Hi I'm not sure if this is where to post as no one hase posted characters here but I made a cowboy character if it interests anyone.
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Quote guima1901 Replybullet Posted: 04 July 2013 at 9:11am
i made a head based on the cowboy theme
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anodomani
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Quote anodomani Replybullet Posted: 04 July 2013 at 11:04am
That hat looked really good so I tried to make mine resemble it a bit more, I also made a female native.


Edited by anodomani - 04 July 2013 at 11:15am
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DawnBringer
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Quote DawnBringer Replybullet Posted: 04 July 2013 at 2:38pm
"Is there anyway to test if your palette is the real deal?"

In my Toolbox (Lua-scripts) for GrafX2 there's a palette-comparison script (Palette --> Analyze & Optimize --> Compare Colors).
Load the palette image
into the spare, and the image to be tested into the main and run the script.

To simply brute force the right palette; just remap your image with the right colors (the old colors are close enough for the right new ones to be picked)

If suspiscious, just take a glance at the brighter/medium red color first, if it's not [217,87,99] but a more violett color... then it's an old palette.

And by the way; the image on the top of this page stated as using the wrong palette...is actually the right palette now!



Edited by DawnBringer - 04 July 2013 at 2:45pm
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Hapiel
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Quote Hapiel Replybullet Posted: 05 July 2013 at 12:16am
Sorry Dawnbringer, I mess up with descriptions all the time ;).

@Anodomani

Nice stuff! I would like to see cowboys and female natives indeed!
I think they could both use some work though.

For the female native:
Use way more of the brighter gray! Not every surface needs to be surrounded by shading, check out the other natives to see what I mean! Only some subtle shading where it is absolutely obvious is neccesary! Also in the face you hardly need any of the darker shade.

As for the pose, why not replace the legs with simpler ones? All the other sprites got away with those, if you make matching legs it will fit better in the set :)

For the cowboy:
Same tips go about shading and legs. Watch out that you don't over detail! The inside objects such as the scarf do not need such a dark outline, and the hair can be one solid color.

Some times removing detail and contrast can make sprites look worse on their own, however it is more important that they match the set!

Good luck :)
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anodomani
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Quote anodomani Replybullet Posted: 05 July 2013 at 10:20am
I read over your post and tried to fix them, thanks for the advice :)
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Hapiel
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Quote Hapiel Replybullet Posted: 06 July 2013 at 1:42am
An idle animation. Feel free to improve. Any suggestions on what we should do with the scarf?




Edited by Hapiel - 06 July 2013 at 1:42am
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Noburo
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Quote Noburo Replybullet Posted: 06 July 2013 at 12:32pm
Scarf should probably be down like you done in the idle animation, maybe see a little bit of flapping in a walking animation, and closer to the original during a dead run.

Also, I threw together walking animation of the male native. I'm planning on doing a couple idle animations as well as an attack.
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Hapiel
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Quote Hapiel Replybullet Posted: 06 July 2013 at 12:44pm
Awesome! The floppy hand style is really great!
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Noburo
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Quote Noburo Replybullet Posted: 06 July 2013 at 2:37pm
So I finally broke down and bought GraphicsGale, and I am totally in love. Here are a couple more animations for the male native.




Edited by Noburo - 06 July 2013 at 2:37pm
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Damian
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Quote Damian Replybullet Posted: 06 July 2013 at 2:53pm
Those look really great man. I'm loving the stomach scratching!

Some other additions to the native/tribal group, though in serious need of attention, WIP.


Edited by Jim16 - 06 July 2013 at 2:53pm
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Quote guima1901 Replybullet Posted: 07 July 2013 at 11:14am

i made an edit but it is just a sugestion
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Noburo
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Quote Noburo Replybullet Posted: 07 July 2013 at 2:41pm
Here I go pumping out the animation! I think I'm going to move onto another character for now. I feel kind of bad spamming the forums with all of these updates so I may just edit my posts in the future.
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anodomani
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Quote anodomani Replybullet Posted: 07 July 2013 at 7:28pm

just another native
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Hapiel
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Quote Hapiel Replybullet Posted: 07 July 2013 at 10:32pm
@Noburo
Awesome! I don't mind that you post them here ;), but suit yourself!

@Guima1901
I agree some of the heads could be larger indeed, thanks for pointing that out!

@Andomani
Cool, already much better than the previous one!
Why are all your characters frowning?

I made a tiny edit. If you look closely you will notice that I only simlified some stuff (shading, thinner lines that do not connect with others) and I corrected the shading on her bra.


Secondly I think she might look more funny if her body shape is more exaggerated, but that is up to you to decide :)


Feel free to post this in the wiki on the natives page!
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anodomani
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Quote anodomani Replybullet Posted: 08 July 2013 at 8:14am
cool, that last edit looks hilarious! There's one thing I want to tweak then I'll post it on the natives page. About the frowning, I think i'll tweak that a bit. Most of the other natives seemed to be frowning but I might make it a bit less ominous. Finally where should I put her, should she be in generic female? Or should I make a new one?

EDIT:
I just noticed that the generic male has no belly button...

Edited by anodomani - 08 July 2013 at 8:14am
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Hapiel
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Quote Hapiel Replybullet Posted: 08 July 2013 at 10:42am
Describe her however you feel like! Though I think that if you use the chubby version and you call her 'generic' that might be a bit of an insult ;)

EDIT:
Yay, updated the traveler idle image!



Edited by Hapiel - 08 July 2013 at 10:11pm
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gogglecrab
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Quote gogglecrab Replybullet Posted: 08 July 2013 at 6:04pm
Added a body to one of A3um's heads and posted it to the wiki!

Feel free to edit/improve!
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guima1901
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Quote guima1901 Replybullet Posted: 09 July 2013 at 7:19am

finished the character

Edited by guima1901 - 09 July 2013 at 7:19am
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Hapiel
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Quote Hapiel Replybullet Posted: 09 July 2013 at 7:21am
I made an edit on Guima's edit on Ketsumio's edit of a3ums head ;).. Mine is on the third, which I think mixes the best parts of the left with the best parts of the middle sprite ;)



@Guima, Oh, that cowboy is really cool!


Edited by Hapiel - 09 July 2013 at 7:21am
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Quote guima1901 Replybullet Posted: 09 July 2013 at 7:53am
i cant decide which one is better

the one on the right was the first i made
and the one in the middle is the one that i made last picking some parts that i felt were good in the first one

Edited by guima1901 - 09 July 2013 at 11:50am
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surt
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Quote surt Replybullet Posted: 10 July 2013 at 12:35pm
Does somebody want to do a full character template for the characters to be built on top of?
I'd happily pitch in a few bucks towards this.

I'd like to see full adult male and female player character bases with all platformer suitable animations based around RiFi's excellent character design.
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Hapiel
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Quote Hapiel Replybullet Posted: 10 July 2013 at 1:28pm
I could start on that next week..

What would we need?
Run, jump attack are basically a requirement for 1 character only...

For all the NPC's what is important? Only a idle and a talking animation?...
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surt
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Quote surt Replybullet Posted: 11 July 2013 at 1:11am
If there's just going to be one player character that rather defeats the purpose of a template.

Animations: (keeping frame counts a low a practical for easier derivation, share frames between animations as much as possible, ??? ideal but not vital)
Walk (with mind for slopes and stairs of up to 45 degrees)
??? Sprint
??? Crouch
Climb ladder/rope (facing into screen)
Jump (launch, fall)
??? Wall jump
??? Ledge grab (to sides, possibly also into screen)
Enter/exit door (in and out of screen)
??? Swim (to sides, up and down)
??? Talking (probably head only, maybe some gestures?)
Standing attack (multiple attacks? swing/stab sword, fire gun, diagonals)
??? Crouching attack
??? Jumping attack
??? Ledge/ladder hang attack
Standing block (shield)
??? Crouching block (shield)

Ideally it's be separable into multiple parts for greater flexibility, permutations, eg. head, torso, legs, weapon, shield.
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Hapiel
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Quote Hapiel Replybullet Posted: 11 July 2013 at 3:18am
Originally posted by surt

If there's just going to be one player character that rather defeats the purpose of a template.


I agree. I was still having the chance of making a game ourselves in mind ..

Yes, animations should indeed be relatively simple. I think I already went too far in editing the head the travelers idle animation..

Also I hope to invent an easy way of death for monsters, such as a little poof that can be used over and over.
Hurt can of course be just flickering.

Attacks might be hard to keep flexible as they are very much dependable on the kind of weapon! Are you thinking a sword, knife, bow and arrow, pistol, machine gun, fist, axe or club? ;)

How do you make a walking animation that works great at slopes too? Any examples?
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Noburo
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Quote Noburo Replybullet Posted: 18 July 2013 at 7:32am
Originally posted by Hapiel

I could start on that next week..What would we need?Run, jump attack are basically a requirement for 1 character only...For all the NPC's what is important? Only a idle and a talking animation?...



Have you started work on this? I'd be happy to help out with some of the animations, but I don't want to overlap and work on something that you have already started on. I updated the todo list on the travelers wiki page, so if you've started on any or want to claim any of the animations, you could throw your name next to the list item.
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Quote M.E. Replybullet Posted: 18 July 2013 at 11:38am
Hi Noburo,

You have a good point.

We would need some kind of check-in, check-out mechanism with an administrator who can reset this state if it takes too long for changes to occur on a checked-out file.
Also if it is checked out by someone that you can email him/her asking for the status.
And/or a request for check-out that you can send so that someone knows that somebody else wants to work on a sprite.

It would become a bit difficult on tilesheets so we have to think about this a little more...

Best regards from
M.E.
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Hapiel
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Quote Hapiel Replybullet Posted: 18 July 2013 at 12:09pm
Originally posted by Noburo


Have you started work on this? I'd be happy to help out with some of the animations, but I don't want to overlap and work on something that you have already started on. I updated the todo list on the travelers wiki page, so if you've started on any or want to claim any of the animations, you could throw your name next to the list item.

I really wanted to start but have been much more busy finding a house for myself than I had thought. There is nothing that I've done yet, feel free to start!

I recommend you to keep the animation as simple and modular as possible so it becomes very easy to make derivatives by reusing limbs or drawing on different clothes without too much work!


Edited by Hapiel - 18 July 2013 at 4:34pm
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Noburo
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Quote Noburo Replybullet Posted: 01 August 2013 at 9:25pm
Native jump


Also, image dump with all of the different components I've been working with to make all of the animations, both native and traveler.



Traveler animations aren't finished, and I will continue tweaking them, so this is more of a progress report. Also, I've stripped him down a bit to use him as a template for others to build new characters off of.


So my canvas is a bit messy and repetitive..... Deal with it.


Edit: Dumping some more stuff I've been working on. Again, I'll be cleaning this up and posting finished items to the wiki.



Edited by Noburo - 01 August 2013 at 9:26pm
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Mr.Fahrenheit
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Quote Mr.Fahrenheit Replybullet Posted: 02 August 2013 at 7:19am
Cool stuff! I should've done something similar when I attempted to animate the traveler, but I got put off by all the details on the clothes.
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Quote Damian Replybullet Posted: 06 August 2013 at 6:55am
I'm attempting to correct the legs in this walk animation.
Old - New


Just looking at it now I think the left leg still travels to far back and not enough forward. Anything else look odd?

edit:
And here's a very WIP Run cycle (which seems to be moving quicker than it does in photoshop :/ )


Edited by Jim16 - 06 August 2013 at 9:28am
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Noburo
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Quote Noburo Replybullet Posted: 06 August 2013 at 10:46am
The animation on the left leg (his right) never appears to leave the bent position throughout the entire loop. Overall it is a definite improvement on the pixel level, but still need some further corrections on a couple of the frames. The run animation is looking great by the way.
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Quote DDR Replybullet Posted: 06 August 2013 at 10:25pm
RUN, FORREST, RUN! haha, I love that animation.

Wow, nice work on the animations so far! Give me a shout when you're done, and I'll get them into the game quick-like.
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Quote Damian Replybullet Posted: 07 August 2013 at 8:54am
Noburo, yeah, you're right, I might redo the walk at a later stage.

DDR, you can implement this one for the mean time, while we work on perfecting it. The hand movement is really bothering me.

Btw, animation is hard :(

Edit: Damn, still running faster than it's supposed to.

Edited by Jim16 - 07 August 2013 at 8:55am
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Quote DDR Replybullet Posted: 07 August 2013 at 10:37am
So, I'm actually having some difficulty downloading the image. I had a look, and although it saves as 'male native run.gif' the file is actually a html page containing http://tinypic.com/view.php?pic=52nmsg&s=5.
Could we try http://cubeupload.com/ instead?

Format-wise, if you just happened to have a spritesheet with the running frames laid out side-by-side, that would save me the work of having to reorganize the .gif. I mean, no worries if they're all stacked together of course, I'd just hate for you to be putting effort into compiling the .gif and then for me to just uncompile it anyway.

And, agreed, animation is hard. Having failed at it myself... :P


Edited by DDR - 07 August 2013 at 10:48am
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Quote Damian Replybullet Posted: 07 August 2013 at 11:41am

DDR, hope that helps.
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Damian
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Quote Damian Replybullet Posted: 08 August 2013 at 4:30am
Old -> New
->
I've looked at this to much, but I think I've fixed the hands. I'll post the spritesheet later when I get back from going out to the city.
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Quote DDR Replybullet Posted: 11 August 2013 at 11:08am
That's perfect, Jim16. I'm just in the process of moving to a new city atm, so I'll put in the animation as soon as I can. :)
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Quote Damian Replybullet Posted: 12 August 2013 at 11:58am
Oh god, have a look at this:
http://wayofthepixel.net/index.php?topic=15462.msg143030;boardseen#new
Now I'm eager to get back into photoshop :D

@DDR, we're all relaxed here ;)(I think) Hope the moving process is simple and easy on you.

Edited by Jim16 - 12 August 2013 at 11:59am
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Quote Noburo Replybullet Posted: 12 August 2013 at 1:35pm
OK, so those are some seriously impressive reworks on the characters, but I have to wonder if it's too much?
1. It will take longer to animate that characters with the higher level of detail.
2. We may have to end up reworking some of the other tiles as well to match the quality
3. Higher quality = harder for people to mimic.

I personally am up for the challenge, but we do have to be careful that we don't end up getting Duke Nukem Syndrome.

Edit: I don't know, maybe I'm crazy. I just want to make sure we don't get ahead of ourselves.

Edited by Noburo - 12 August 2013 at 1:40pm
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Quote Damian Replybullet Posted: 12 August 2013 at 3:17pm
Too much, no, I don't think so. We're still at early stages, so a change won't dramatically set us back. I actually think those sprites could be what we need to really push the pixel art community into helping out. As well as push pixel artists in the community to improve, almost like a really long PixelJoint challenge.

I, like you, am definitely up for the challenge!
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Quote Noburo Replybullet Posted: 12 August 2013 at 7:20pm
In that case,

Edited by Noburo - 12 August 2013 at 7:36pm
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Quote Hapiel Replybullet Posted: 13 August 2013 at 2:07am
If pistachio can tell us the tricks, what we need to think of in order to improve the sprites... It might be doable :)
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Noburo
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Quote Noburo Replybullet Posted: 13 August 2013 at 9:26am
After studying the new pieces, the differences are deceptively small. It mostly seems to be higher contrast, a few extra defining pixels, and a smidgen of AA in certain areas. Also, a lot of the depth seems to be added through the head.

Also, here's an updated version of the girl compared to the old version.


Edited by Noburo - 13 August 2013 at 9:27am
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Quote Damian Replybullet Posted: 13 August 2013 at 10:50am


Noburo, I made a slight edit of your previous version. Maybe it can help. I think she needs slightly more his and arse.
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Damian
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Quote Damian Replybullet Posted: 15 August 2013 at 11:35am
I started a new walk animation for the tribe guy, but I'll hold off on posting it until I'm happy with it.
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Quote guima1901 Replybullet Posted: 15 August 2013 at 2:47pm
I had an idea but I need some tips for it to look cool


Edited by guima1901 - 15 August 2013 at 2:50pm
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