Sleepwalker Animation Commissions WIP - Dwarves

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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Jetrel » December 13th, 2012, 8:00 am

Yeah, that fix is fine. Also I like what you did with better-rendering on the axe.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » December 15th, 2012, 9:25 pm

Goodie :)

Here's the wrapping up of the steelclad, just the last of the Lord to go.

I made some small edits to the current SE defend animations; fixing the boots among other stuff.
Attachments
steelclad-ne-hammer.gif
steelclad-ne-hammer.gif (11.88 KiB) Viewed 4370 times
steelclad-defend.gif
steelclad-defend.gif (12.27 KiB) Viewed 4370 times
steelcladHammer+Def.rar
(123.86 KiB) Downloaded 218 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 3rd, 2013, 2:00 pm

So, back from some family time during the holidays I've finished up the Lord. That completes the fighter line. :D

I found out that my previously uploaded completed fighter archive was not that complete. There were some missing macros and stuff... I think I have rectified that this time. Running and defending against ranged attacks will play correctly.

I edited some of the old SE animations a bit, adding a frame to the hammer and ranged attack, changing boots etc. The cape movement on the hammer was a big eyesore so I made it nicer- though not on quite the same level as the ones I made from scratch.

All 3 units graphics and WML are bundled together now. For manual install on your wesnoth copy: Backup if you want, then unrar it into your wesnoth folder. You should delete the old sprites as most have been renamed anyway and would just clutter the folder. I have tested it all and it works for me.

animation-utils.cfg has the added macro DEFENSE_ANIM_DIRECTIONAL_FILTERED

animation-utils2.cfg has the added macro MOVING_ANIM_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME
Attachments
DwarfFighterLine.rar
(1.19 MiB) Downloaded 212 times
lord-ranged.gif
lord-ranged.gif (12.42 KiB) Viewed 4143 times
lord-hammer.gif
lord-hammer.gif (13.25 KiB) Viewed 4143 times
lord-defend.gif
lord-defend.gif (19.48 KiB) Viewed 4143 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 12th, 2013, 2:10 pm

Next up is the thunderer line... I made some changes to the baseframes - tweaks to legs for all, tweaking gun muzzles for lvl1 & 2 and overall improvement to lvl 2's rendering. This is without changing any design, except for a small addition of a stand for lvl 3's gun. Hope this is all OK.

A thing I notice when looking closer to the sprites is that the gun angle when shooting SE and NE is a bit off. Not a big deal, it's not very noticeable in-game, partly I think because opposed to the gun, the muzzle flash effect is drawn with the right angle. But now I am going to animate this (lowering gun, recoil) so I'd like to fix such things. I would want to change the shooting frames anyway as the current frames used are swapping hands for the gun.

What is your first impression of the NE thunderer? I felt like I needed to add something to the back of the unit or would look plan and very... unbalanced composition wise. The belt attachments are supposed to be the gunpowder canisters as in the portraits.
Attachments
Thundererline2.png
Thundererline2.png (25.46 KiB) Viewed 3977 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby thespaceinvader » January 12th, 2013, 11:49 pm

Looks great to me. The rendering on the cloak of the Dragonguard rear in particular is lovely.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 15th, 2013, 4:31 pm

Thanks :)

Here's some progress on the thunderer.
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thunderer-ranged-se.gif
thunderer-ranged-se.gif (33.3 KiB) Viewed 3825 times
ThundRangedSE.rar
(38.77 KiB) Downloaded 203 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby beetlenaut » January 16th, 2013, 2:52 am

That makes it look like a much more powerful attack. Nice.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 16th, 2013, 2:01 pm

Thanks, though I think it could use a bit more work, like this: One added recoil frame and stronger light effect. Now I'm happy. :D
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ThundRangedSE2.rar
(43.09 KiB) Downloaded 231 times
thunderer-ranged2.gif
thunderer-ranged2.gif (33.8 KiB) Viewed 3754 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Mefisto » January 16th, 2013, 3:02 pm

Something bugs me in the sprite turned NE. His legs are positioned the way that suggest me the rest of body should aim east. I'v got an impression that in NE position the hind leg of thundered should obscure more the forward leg.
The animation of SE thunderer looks impressive to me.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 19th, 2013, 2:05 pm

Yeah the legs were spaced a bit different it's true, but not unnaturally or uncomfortably so I believe. I made some corrections anyhow.

Finished the rest of the directions.

EDIT: Fixed a thing.
Attachments
ThundRanged.rar
(160.45 KiB) Downloaded 203 times
thunderer-ranged.gif
thunderer-ranged.gif (21.17 KiB) Viewed 3646 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby thespaceinvader » January 19th, 2013, 8:43 pm

V. nice.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 22nd, 2013, 4:27 pm

Good, thanks.

I realized is misnamed the sprites :roll: so here are the correctly named ones along with a running animation. I also changed a frame a little for n and s shooting.
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thundererrun.gif
thundererrun.gif (8.9 KiB) Viewed 3500 times
thundRangedRun.rar
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » January 29th, 2013, 1:36 pm

Alright, the thunderer is tested and complete!

Some of it's WML relies on the macros I made for the fighter line, which are included. I also changed the muzzle flash macros a bit to make both the flash and fizzle line up properly with the gun. Any UMC units using the muzzle flash animation will need to add two numbers (x,y position) to the end of the miss macro to the units.

I changed the existing defend animations and heavily edited the blade attack, adding frames.

EDIT: I made some more edits to the unit cfg... Improving the timing of shooting and fixing a new engine quirk I discovered. (The last frame in an animation will freeze for as long as the halo effect is still playing.)
Attachments
Thunderer.cfg
(19.11 KiB) Downloaded 216 times
thunderer-defend.gif
thunderer-defend.gif (9.25 KiB) Viewed 3412 times
thunderer-bob.gif
thunderer-bob.gif (8.37 KiB) Viewed 3412 times
thunderer-blade.gif
thunderer-blade.gif (10.56 KiB) Viewed 3412 times
thunderer.rar
(429.59 KiB) Downloaded 202 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 3rd, 2013, 4:59 pm

Moving on to the thunderguard... I want to make each level up to show that they have a more powerful gun so the recoil is quite stronger now. I haven't made a light effect yet.

I was thinking of giving the gun a smoke trail too after firing for all 3 levels.
Attachments
thunderguard-ranged.gif
thunderguard-ranged.gif (41.9 KiB) Viewed 3224 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 5th, 2013, 10:19 pm

Blam

When I do the dragonguard I'll try to avoid making it ridiculous.
Attachments
thunderguard-ranged2.gif
blam
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thunderguardRanged.rar
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