Help needed defining team rgb values for unit graphics

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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » September 29th, 2009, 3:57 am

Neoskel wrote:
Jetrel wrote:I gave neoskel the assignment of upgrading the archer's idle animation


Helmet hitting > helmet scratching.

*clunk clunk*


Committed. When it's something like this that you're posting an animated .gif of, you may as well post the .zip here, too. Spares you from having to separately PM me. :hmm:

Very good work, btw. :D


In other news, I finally fixed+committed that orcish crossbowman melee animation, and fixed his shadows too. Which is sweet because it means the orcs are basically finished for both the shadow cleanup and the animation upgrade project.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » September 30th, 2009, 11:06 pm

Glad I took comments into consideration and reworked this:
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Re: Help needed defining team rgb values for unit graphics

Postby Neoskel » October 1st, 2009, 8:16 am

The head of his mace seems to be at a slightly different angle than the haft. With regards to the attack animation, i think it should turn out different than the thug/bandit. It is a two-handed weapon after all. I think something like swinging a baseball bat would fit.

Oh yeah, it does look nice too. :wink:
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » October 1st, 2009, 10:31 pm

Bandit has been committed. I did a minor edit to neoskel's port of the graphics/animation - I gave him a sort of banded mace/club; sort of halfways between a wooden club and what the highwayman has above.

I'm kind of disliking the specific graphics we use for our archetypical maces (such as seen on the previous bandit, and the outlaw). Not the design, but just the specific graphics - especially the 'with the grain' haft, which I think kind of looks cheap. This is why I bothered to replace this.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » October 8th, 2009, 12:51 am

yet another bout of propagandization about why we 'block' animations. I have no idea if this animation is going to actually 'work' in-game, but if it doesn't, I'm only out 30 minutes, not 5 hours.

Here's hoping, though. :)
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Re: Help needed defining team rgb values for unit graphics

Postby thespaceinvader » October 8th, 2009, 7:00 am

As an animation in and of itself, the motion looks good, but without his feet moving he's going to glide...
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » December 20th, 2009, 6:47 am

:| Painfully overdue, and already committed:
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Re: Help needed defining team rgb values for unit graphics

Postby thespaceinvader » December 20th, 2009, 10:13 am

What's happening about the Sylph? The new one is wicked, I'd like to see it in.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » December 20th, 2009, 11:40 pm

thespaceinvader wrote:What's happening about the Sylph? The new one is wicked, I'd like to see it in.


Soon, I hope; no change in plans, there.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » December 30th, 2009, 10:32 am

Currently working on getting the wolves done; since it's a nice small project, it's a loose end I should be able to tie off fairly soon.

This is the new design for L2 goblin knight; L1 is almost completely animated, now, and will be committed as soon as I nail the last couple frames.
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Re: Help needed defining team rgb values for unit graphics

Postby thespaceinvader » December 30th, 2009, 9:51 pm

I can't help but feel (always have, actually) that the GK's helm is a touch too white - it looks like plastic. Mayb e bronze or leather?
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » January 1st, 2010, 4:01 am

thespaceinvader wrote:I can't help but feel (always have, actually) that the GK's helm is a touch too white - it looks like plastic. Mayb e bronze or leather?


I'm not going to have that be a blocker, mostly because I'm about done with the frames and want to truck forward with this.

Edit: committed the level-1 rider + riderless wolf.

However, although it personally looks fine to me, if you'd like to post a better one here and it gets a thumbs up, you can feel free to propagate it on the frames at will (keep an eye out for a couple frames where the head tilts down a touch and thereby is a pixel larger on the crown).

The other argument is that the whiteness is a good differentiator between this and the other units. The white could be any number of things (bleached white leather is actually quite common; most leather we're used to is only brown from being 'tanned'. Or it might be bone armor, or it might be paint - who knows.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » January 6th, 2010, 11:09 am

L2 goblin knight committed.

Gonna wait on the riderless one until ivanovic gives me the go-ahead, since it would introduce new strings into a string-freeze.
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Re: Help needed defining team rgb values for unit graphics

Postby shadowm » January 6th, 2010, 11:00 pm

If you want to have the art and code ready before 1.8 is released and trunk thawed, you can always create a new add-on hosted by the wesnoth-umc-dev project to use as a staging area. That's what was done with the Water Serpent (and others which did not make it to mainline for some reason, but are still used by several add-ons) before 1.6 was released IIRC.
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Re: Help needed defining team rgb values for unit graphics

Postby Jetrel » January 20th, 2010, 11:15 am

Dire wolf. It's a bit big, but it is a level-3. I dunno, I'll "sleep on it", and do a comp with the grand knight, before I do the animations. Ideally it should have the same visual heft; if it's too big I'll tone it down.

Or maybe I'll just leave it - I don't know. It's definitely not human, it's more or less a pure-fantasy creature (a giant worg), so it may be fine to leave it massive. I'll think about it - I just want to forestall the obvious "OMG that's so huge" comments.

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shadowmaster wrote:If you want to have the art and code ready before 1.8 is released and trunk thawed, you can always create a new add-on hosted by the wesnoth-umc-dev project to use as a staging area. That's what was done with the Water Serpent (and others which did not make it to mainline for some reason, but are still used by several add-ons) before 1.6 was released IIRC.



May or may not be necessary. We'll see.
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