Help needed defining team rgb values for unit graphics

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Neoriceisgood
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Re: Help needed defining team rgb values for unit graphics

Post by Neoriceisgood » July 7th, 2009, 10:42 pm

It'd probably feel more powerful if it had one or two frames less, making the strike seem faster and thus more powerful.

It's funny how animations work, sometimes too many frames just slow a piece down too much. :cry:
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Girgistian
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Re: Help needed defining team rgb values for unit graphics

Post by Girgistian » July 8th, 2009, 12:42 am

Neoriceisgood wrote:It'd probably feel more powerful if it had one or two frames less, making the strike seem faster and thus more powerful.
Probably, and he could also turn the blade at the end of the slash to the same direction where his arm is pointing.
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Jetrel
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 10th, 2009, 4:38 am

New cavalryman. I think I need to dull down his helm a bit, and I'm also unsure about the peytral.

"Peytral?" http://en.wikipedia.org/wiki/Barding
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EDIT: Also, I started work on horseman animations. Defense. I'm not sure how much I'm going to animate these before committing, I think I'm going to avoid the extreme directionality I'd mused on earlier as a requirement for the first round of committing. Just SE and -maybe- a S variant of the pierce animation before committing.
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Girgistian
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Re: Help needed defining team rgb values for unit graphics

Post by Girgistian » July 10th, 2009, 8:55 am

That's a lot of metal.* The helmet looks a bit odd to me, and not because you haven't toned it down. Is it somesort of a nordic helmet, or did you just make it up? Not that it looks bad, but something makes me want to add just a very slight bit of height to it.

Also: oh noes, it changed its forum name!

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Eternal
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Re: Help needed defining team rgb values for unit graphics

Post by Eternal » July 10th, 2009, 9:38 am

Y -> E
A good choice, mate.
Perhaps I should counter this by changing my nick to Yternal.

In any case, I'd say the cavalryman helmet is a bit confusing with the first look. After that I noticed what it was and what was making it looking so funky. I'll try to do an edit today.
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 10th, 2009, 9:44 am

I think the cav helm is intended to be similar in design to the swordsman'sImage, but I think its eye slits have gotten a little bit large, perhaps.
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 10th, 2009, 10:35 am

thespaceinvader wrote:I think the cav helm is intended to be similar in design to the swordsman's, but I think its eye slits have gotten a little bit large, perhaps.
Yeah, I'm trying to redo that helmet design, and would probably backport it to the other units that use it.

Edits are very welcome.

Eternal wrote:Y->E
A good choice, mate.
Yeah, I've been using this long enough on IRC (the last 6 months) that I when I realized I could change it here as an admin, I did. The Y was just silly art faggotry.
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Eternal
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Re: Help needed defining team rgb values for unit graphics

Post by Eternal » July 10th, 2009, 11:08 am

Only changed a few pixels in the cavalryman helmet. I think it looks a bit nordic, but that's a plus as far as I'm concerned.

And what struck my eye while doing the cavalryman helm, was the horseman helms' awful, pre-renewal look. I changed that as well. Hopefully for the better.
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 10th, 2009, 11:43 am

Interesting. I'll take most of that. :D (not quite happy with the flange on the horsemen, but that's easy enough to build on).


And here's another pass at the footpads.
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 10th, 2009, 12:22 pm

Something that strikes me about the footpads (and thugs, for that matter) - their clubs all have gigantic spikes through them - that would, to me, imply pierce damage. Perhaps making them plain wood or, as with kitty's female footpad portrait, wood with metal caps, would be better?
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Re: Help needed defining team rgb values for unit graphics

Post by Neoriceisgood » July 10th, 2009, 1:40 pm

Jetryl requested me to try and finish the drake base frames before I left for France, so I tried getting as many of em done as I could yesterday.

I've gotten every drake unit outside of the burner line's upgrades resprited now, I hope they're up to par with the current graphic quality.


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Re: Help needed defining team rgb values for unit graphics

Post by Turuk » July 10th, 2009, 2:20 pm

For the middle line, the hands on the level 2 and 3 are very large, and this is particularly evident when seen next to the other drakes. Even the weapons are huge compared to the side of their head or torso.
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Re: Help needed defining team rgb values for unit graphics

Post by thespaceinvader » July 11th, 2009, 5:39 pm

Just committed the new Dwarvish Scout with full melee, ranged and defence animations. I might make an idle at some later date (my ideas for the line are: one gets out a compass, opens it, taps it a couple of times whilst looking down at it, nods, puts it away. One puts his hand up to his brow to shield his eyes and looks around. One (probably the Explorer) gets out a telescope, and looks around with that. Just in case anyone wants to run with them in the interim). I'll be working some more on the Pathfinder and Explorer later on this evening after I've eaten.

EDIT: and the Pathfinder too - I had him mostly done, just needed a few minor tweaks, and defence anims.

Below are the final base frames for the three levels - if I'm feeling particularly enthusiastic, I might get the Explorer done tonight too...

EDIT: done him too. That's the whole line finished, portraits aside. I hope to have those finished at some point during WSAS.
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explorer.png
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Re: Help needed defining team rgb values for unit graphics

Post by Turuk » July 11th, 2009, 11:26 pm

Looks great, and I am looking forward to another one of your dwarf portraits. Already have an idea for how you will pose them? Ah, I'll just get you on IRC.
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Re: Help needed defining team rgb values for unit graphics

Post by Jetrel » July 15th, 2009, 9:13 am

Our wolves currently suck. I'm interested in doing a non-invasive cleanup on the line; basically not changing the essential look of the unit, just respriting them to look better. The riders are fairly good, but it's the wolves themselves that really need some love.

:| I think this first attempt might be a little too bright. I think he looks fine "in and of himself", but he may mismatch the current unit too much.

I'm just posting this here because I don't have time to fix it tonight.
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