question about how the game handles oversized unit images
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question about how the game handles oversized unit images
Hi all,
I am working on some new units and have run into the following problem: Some of the attack animations do not fit inside 72x72 box. For example, if the unit raises his rather long weapon over his head, the weapon goes off the top of the box. Or if the unit fully extends his arms in a swing, the weapon goes off the side of the box.
I've got a couple of options to deal with this:
1. Make the animations less animated (boo!)
2. Let the animations gets chopped off (boo!)
3. Position the unit off-center so that the animation can fit. But I have to do this to the idle graphics also to avoid jumping during the animation. And this makes the unit appear to not be centered in the hex. (boo!)
4. Provide larger unit frames with appropriate transparent padding so that the unit is still centered in the hex correctly. This would be ideal. But it would only work if the engine doesn't scale/crop the sprite and it depends on how the engine positions the over-sized sprite. Would it center it? Or would it draw it from the top-left corner?
If anyone has any info I would appreciate it.
Thanks!
I am working on some new units and have run into the following problem: Some of the attack animations do not fit inside 72x72 box. For example, if the unit raises his rather long weapon over his head, the weapon goes off the top of the box. Or if the unit fully extends his arms in a swing, the weapon goes off the side of the box.
I've got a couple of options to deal with this:
1. Make the animations less animated (boo!)
2. Let the animations gets chopped off (boo!)
3. Position the unit off-center so that the animation can fit. But I have to do this to the idle graphics also to avoid jumping during the animation. And this makes the unit appear to not be centered in the hex. (boo!)
4. Provide larger unit frames with appropriate transparent padding so that the unit is still centered in the hex correctly. This would be ideal. But it would only work if the engine doesn't scale/crop the sprite and it depends on how the engine positions the over-sized sprite. Would it center it? Or would it draw it from the top-left corner?
If anyone has any info I would appreciate it.
Thanks!
Re: question about how the game handles oversized unit images
You could try it.
Anyway, I believe #4 is what happens: attack animations are allowed to extend into adjacent hexes.
Anyway, I believe #4 is what happens: attack animations are allowed to extend into adjacent hexes.
Re: question about how the game handles oversized unit images
Have you ever seen a Gryphon moving? The Wings leave the Hex. Any animation can use the six surrounding hexes. (I'm not sure about standing animations in 1.4)
(edit:) btw, why is this in Art Contributions ?
(edit:) btw, why is this in Art Contributions ?
~ I'll heal you by 4 hp if you post next to me ~
Have a look at the Era of Strife, featuring Eltireans, Eventide, Minotaurs, Saurians and Triththa
Have a look at the Era of Strife, featuring Eltireans, Eventide, Minotaurs, Saurians and Triththa
Re: question about how the game handles oversized unit images
Thanks I'll see how the Gryphon works!
As for this location: Uh I couldn't figure out a better location for it.
As for this location: Uh I couldn't figure out a better location for it.
- Rex Umbrarum
- Posts: 85
- Joined: August 9th, 2008, 3:41 pm
Re: question about how the game handles oversized unit images
Art workshop would be better.
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