Aragwaith art thread

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hhyloc
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Re: Aragwaith sprites updated!

Post by hhyloc » August 11th, 2010, 4:19 am

tapik wrote:I think the all four women are beautiful. The right ones are perfect! But I think that the left ones look too childish and they IMHO do not fit with the aragwaith natural.
Maybe because of the head : body ratio? Perhaps shrinking down the head a little?
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Re: Aragwaith sprites updated!

Post by Captain_Wrathbow » August 11th, 2010, 2:31 pm

shadowmaster wrote:
johndh wrote:Is that possible in WML to make the unit sometimes use the straw-haired sprite and sometimes the charcoal-haired one? I like them both.
Not yet, at least not in a reasonably elegant manner. Jetrel and I have been planning to implement a better mechanism for randomizing such stuff as hair colors, and he's redesigning certain sprites to make them easier to recolor using this system on run-time.
You can't just have variations and randomly use one of them whenever a unit is recruited? (I've never worked much with variations so I suppose it's probably not that simple)

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Re: Aragwaith sprites updated!

Post by shadowm » August 13th, 2010, 7:16 am

Captain_Wrathbow wrote:You can't just have variations and randomly use one of them whenever a unit is recruited? (I've never worked much with variations so I suppose it's probably not that simple)
Yes, that is possible since long ago, but making that work with every suitable unit requires some rather convoluted WML techniques. There's no way to define a unit type with a random variation chosen on recruiting unless there's a WML recruit event to manually do that.

It quickly becomes rather ugly since the implementation of events associated to unit type definitions is already ugly by itself.
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Re: Aragwaith sprites updated!

Post by wayfarer » August 13th, 2010, 6:48 pm

:?
A bitty.


Image

Critics noted and hopeful fixed. I think this one is a bit better now.

Excerpt from the new base frame and the animations.
Now I hope the old halo system stayed the same...
And I must now only get my head around transparent effects. Nothing world breaking aside that I never habe done it before. :mrgreen:
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Re: Aragwaith sprites updated!

Post by Zarel » August 13th, 2010, 8:57 pm

johndh wrote:As for hair colors, can you do variations? Is that possible in WML to make the unit sometimes use the straw-haired sprite and sometimes the charcoal-haired one? I like them both.
Easiest way: Just declare one of them as female and one of them as male.

Warning: May cause pronoun confusion, but iirc the game rarely uses pronouns to refer to non-hero units.
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Re: Aragwaith sprites updated!

Post by wayfarer » August 23rd, 2010, 6:20 pm

Sigh.
+1 to painting +3 to bragging. :mrgreen:

Image

No serious I think I did quite good with this one. I think I got the tough ladies finally right this time.
The package contains the wizzard andsome preliminary halos. Standing ones, which I think are not really perfect and probably need a lot testing.
I still don't know how to make them interact with the animations
The healing ones, well I think they are a bit better.
But I have no clue if they don't work just ignore them. :|
All base animations and a small goodie, but no dieing animations yet. No good idea.
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Mages.zip
(134.02 KiB) Downloaded 190 times
This girl, this boy, They were part of the land. What happens to the places we used to tend?
She's a hard one to trust, And he's a roving ghost. Will you come back, will you come back, Or leave me alone?

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Re: Aragwaith sprites updated!

Post by bumbadadabum » August 26th, 2010, 8:41 am

wayfarer wrote:Sigh.
+1 to painting +3 to bragging. :mrgreen:

Image

No serious I think I did quite good with this one. I think I got the tough ladies finally right this time.
The package contains the wizzard andsome preliminary halos. Standing ones, which I think are not really perfect and probably need a lot testing.
I still don't know how to make them interact with the animations
The healing ones, well I think they are a bit better.
But I have no clue if they don't work just ignore them. :|
All base animations and a small goodie, but no dieing animations yet. No good idea.
The healing animation works, the standing animation doesn't.
But, great work. If you don't mind, I have coded the mage and spearman.
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mage+spear.zip
(3.36 KiB) Downloaded 179 times

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Re: Aragwaith sprites updated!

Post by Drakefriend » August 28th, 2010, 9:16 am

If I remember correctly they also appear in the Extendet Era (although it seems as if IftU tookpart in EE-both feature Chaos, Steppe Orcs, Aragwaithi and the fairies replacing the rebells' mages...)
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Re: Aragwaith sprites updated!

Post by wayfarer » August 30th, 2010, 6:31 am

LightFighter wrote:
wayfarer wrote:Sigh.
+1 to painting +3 to bragging. :mrgreen:

Image

No serious I think I did quite good with this one. I think I got the tough ladies finally right this time.
The package contains the wizzard andsome preliminary halos. Standing ones, which I think are not really perfect and probably need a lot testing.
I still don't know how to make them interact with the animations
The healing ones, well I think they are a bit better.
But I have no clue if they don't work just ignore them. :|
All base animations and a small goodie, but no dieing animations yet. No good idea.
The healing animation works, the standing animation doesn't.
But, great work. If you don't mind, I have coded the mage and spearman.
Thanks greatly appreciated I'll use it for test purposes. ;)
This girl, this boy, They were part of the land. What happens to the places we used to tend?
She's a hard one to trust, And he's a roving ghost. Will you come back, will you come back, Or leave me alone?

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Re: Aragwaith sprites updated!

Post by wayfarer » September 3rd, 2010, 5:50 pm

Image

Old one while with a nice cape wasn't that great. Took me quite a bit.
So finally all lvl one patched up. Animations will follow soon if none speaks up.
This girl, this boy, They were part of the land. What happens to the places we used to tend?
She's a hard one to trust, And he's a roving ghost. Will you come back, will you come back, Or leave me alone?

-Ghost Fields

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Re: Aragwaith sprites updated!

Post by Lord-Knightmare » September 4th, 2010, 9:42 am

Is that the Swordsman? Why is carrying a dagger and not a sword (at least to my point of view)

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Re: Aragwaith sprites updated!

Post by em3 » September 4th, 2010, 2:01 pm

The dynamic pose, long sword and cool cape were the things I liked the most in the Aragwaith faction. :cry:
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Re: Aragwaith sprites updated!

Post by bumbadadabum » September 4th, 2010, 2:37 pm

wayfarer wrote:Image

Old one while with a nice cape wasn't that great. Took me quite a bit.
So finally all lvl one patched up. Animations will follow soon if none speaks up.
THis one looks more like an assasin and less like a soldier. I tested it in-game, and I liked the old pose better.

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Re: Aragwaith sprites updated!

Post by wayfarer » September 6th, 2010, 2:44 pm

Learn and adept.
I'm a bit suprised about the reactions but actual why not. :)

Image

Still with scarf I like the ambivalent feeling.
We'll if there is a really strong disagreement about it.
This girl, this boy, They were part of the land. What happens to the places we used to tend?
She's a hard one to trust, And he's a roving ghost. Will you come back, will you come back, Or leave me alone?

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Re: Aragwaith sprites updated!

Post by Reepurr » September 6th, 2010, 3:05 pm

What's with his left arm? It looks like he's stretching it out to reach something... :?
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