Ok, I've made so many different stone brick textures as of late that I'm getting bored of it, but I have some textures I finally feel are good enough. The cobblestone and mossy cobblestone (right) I'm not so happy with, but for now they're ok. Thoughts?
(All 100% pure pixel art by the way )
I think the stone could be a bit less streaky, but that's just my opinion.
Alright, everyone with a PMC account needs to hop on and join us. There is a remix pack posted on PMC right now containing textures from JohnSmith, Conquest, Dokucraft (Uses people in the continuation's textures), Steelfeathers' Enchanted, Ovo's Rustic, and Derivation. Nobody is credited, and no permission appears to be given. Let's backup these texturers and protect their work!
I don't know what is it about some of the high levels and famous people on some sites, why do they think they can get away with anything? http://www.planetmin...ative-building/
Alright, everyone with a PMC account needs to hop on and join us. There is a remix pack posted on PMC right now containing textures from JohnSmith, Conquest, Dokucraft (Uses people in the continuation's textures), Steelfeathers' Enchanted, Ovo's Rustic, and Derivation. Nobody is credited, and no permission appears to be given. Let's backup these texturers and protect their work!
I don't know what is it about some of the high levels and famous people on some sites, why do they think they can get away with anything? http://www.planetmin...ative-building/
Hey guys, I need some help with the new 1.5.1 lava/water flowing animations that you absolutely positively are forced to do, otherwise your flowing liquids will looks like they're standing still. (can you sense my ire with this situation?)
Anyway, I'm trying to update Dragon Dance, but when I tried to do a simple downward scrolling like I've done for the rest of my packs I ran into a pretty big problem. See, the png's only have space for up to 32x packs (aka, only 32 block spaces for moving the animation 1 pixel at a time to make the water look like it's flowing downward). But for 64x there aren't enough spaces. When I tried moving each frame forward by 2 pixels instead of one (which theoretically would make it have the same animation speed as a 32x pack) it looks really strange in-game and has these ugly texture breaks that shouldn't, by all logic, actually be there.
tl;dr: How on earth do I do a simple animation for 64x flowing water/lava??? (THIS SHOULD NOT BE THIS COMPLICATED, JEB.)
Hey guys, I need some help with the new 1.5.1 lava/water flowing animations that you absolutely positively are forced to do, otherwise your flowing liquids will looks like they're standing still. (can you sense my ire with this situation?)
Anyway, I'm trying to update Dragon Dance, but when I tried to do a simple downward scrolling like I've done for the rest of my packs I ran into a pretty big problem. See, the png's only have space for up to 32x packs (aka, only 32 block spaces for moving the animation 1 pixel at a time to make the water look like it's flowing downward). But for 64x there aren't enough spaces. When I tried moving each frame forward by 2 pixels instead of one (which theoretically would make it have the same animation speed as a 32x pack) it looks really strange in-game and has these ugly texture breaks that shouldn't, by all logic, actually be there.
tl;dr: How on earth do I do a simple animation for 64x flowing water/lava??? (THIS SHOULD NOT BE THIS COMPLICATED, JEB.)
The flowing water in my pack still works fine, feel free to dissect it and see what makes it tick.
From what i can tell, the unstitcher made the animation strip oddly, each frame uses the single texture tiled 2x2 (so it's a 128x tile made up of 4 identical 64x ones) I have no idea why, but maybe this is necessary for some reason. I tested it, and not doing so seems to make it skip every other frame.
My advice: animate it the old way, make a dummy pack, put it in there, unstich it, and put the unstitched version in your pack.
The flowing water in my pack still works fine, feel free to dissect it and see what makes it tick.
From what i can tell, the unstitcher made the animation strip oddly, each frame uses the single texture tiled 2x2 (so it's a 128x tile made up of 4 identical 64x ones) I have no idea why, but maybe this is necessary for some reason.
My advice: animate it the old way, make a dummy pack, put it in there, unstich it, and put the unstitched version in your pack.
Thanks, but that's not what I meant. I've never animated my water. Ever. Pre 1.5, a single image (usually just a copy of my still water) would be automatically animated by the game to flow downwards. That's what I've replicated in all my 16x and 32x packs when updating for 1.5. The issue is that there just isn't enough space for 64x within the default animation strips. Frankly, I have no intention of doing a fancy water animation. (And I also have no idea how to do if for pre 1.5). I guess what I really need to know is how to edit the 1.5 properties files to incorporate a longer animation strip (and make the animation flow faster, since it's really slow normally).
Thoughts?
EDIT:
ANOTHER BUTTON
The second one looks crazy! But I like them.
I prefer the first one, the second one looks really busy.
I made a simpler one this time:
Might stick with this one, might not.
It looks pretty good "tiled"
Maybe he's got a fork in a road he's wanting to get rid of quick XD
I love it c:
I liked your old one more.
Oh my god I just saw why your avatar is why it is. It's a fish inside of a peppermint! My mind has been molested and then blown.
EDIT: Page King Seradicus! Give me all of your talents!
Wait, what?
Livestream. Do it. Immediately. Now. Today. And tommorrow. All the time!
@Fishymint
Is your avatar not supposed to be a fish inside of a mint, with it's face sticking out? Cause if not... It should be.
some of it still seems to work, but the nether fog and sign color are definately broken.
I don't know what is it about some of the high levels and famous people on some sites, why do they think they can get away with anything?
http://www.planetmin...ative-building/
Lemme see if I can get that down quickly
EDIT: aaaaaand it's gone!
Anyway, I'm trying to update Dragon Dance, but when I tried to do a simple downward scrolling like I've done for the rest of my packs I ran into a pretty big problem. See, the png's only have space for up to 32x packs (aka, only 32 block spaces for moving the animation 1 pixel at a time to make the water look like it's flowing downward). But for 64x there aren't enough spaces. When I tried moving each frame forward by 2 pixels instead of one (which theoretically would make it have the same animation speed as a 32x pack) it looks really strange in-game and has these ugly texture breaks that shouldn't, by all logic, actually be there.
tl;dr: How on earth do I do a simple animation for 64x flowing water/lava??? (THIS SHOULD NOT BE THIS COMPLICATED, JEB.)
The flowing water in my pack still works fine, feel free to dissect it and see what makes it tick.
From what i can tell, the unstitcher made the animation strip oddly, each frame uses the single texture tiled 2x2 (so it's a 128x tile made up of 4 identical 64x ones) I have no idea why, but maybe this is necessary for some reason. I tested it, and not doing so seems to make it skip every other frame.
My advice: animate it the old way, make a dummy pack, put it in there, unstich it, and put the unstitched version in your pack.
Thanks, but that's not what I meant. I've never animated my water. Ever. Pre 1.5, a single image (usually just a copy of my still water) would be automatically animated by the game to flow downwards. That's what I've replicated in all my 16x and 32x packs when updating for 1.5. The issue is that there just isn't enough space for 64x within the default animation strips. Frankly, I have no intention of doing a fancy water animation. (And I also have no idea how to do if for pre 1.5). I guess what I really need to know is how to edit the 1.5 properties files to incorporate a longer animation strip (and make the animation flow faster, since it's really slow normally).
I thought I was your favorite....
;u;