Elvish units
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Re: Elvish units
The unit is base on the elvish hero sprite. The dude has a wide stance there too.
Currently the (our) left foot on the small feet version seems to be floating in the air. I don't know if fixing the shadow could help it.
Currently the (our) left foot on the small feet version seems to be floating in the air. I don't know if fixing the shadow could help it.
Re: Elvish units
Yeah, that's why I didn't say anything more about it.SFault wrote:The unit is base on the elvish hero sprite. The dude has a wide stance there too.
Maybe it's the south-west orientation of the left foot tip; the original hero's is more pointing West/WWS; but if the only one 'complaining' is ignoramish me, don't bother too much!
I have a cunning plan.
- Elvish_King
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Re: Elvish units
Here I created an attack animation for the unit with the staff (lvl.3) (I should give him a name but I don't know which )
It isn't perfect because it has some bugs, but it is my first try and I don't think he is to bad.
Comments are welcome !
It isn't perfect because it has some bugs, but it is my first try and I don't think he is to bad.
Comments are welcome !
- Elvish_King
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- Joined: December 22nd, 2014, 12:52 pm
- Location: Germany
Re: Elvish units
I forgot the bow animation. It's better than the other. (I think )
Re: Elvish units
How about something likeElvish_King wrote:(lvl.3) (I should give him a name but I don't know which )
lvl2: Elvish Guard(ian)
lvl3: Elvish Sentinel, Elvish Warden
I have a cunning plan.
- Elvish_King
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Re: Elvish units
If I translate the German name direct into English, I have:
lvl.2: Elvish Guard of the woods (doesn't sound good)
lvl.3 Elvish Warden of the borders (doesn't sound good as well)
In German there is one word for this.
lvl.2: Elvish Guard of the woods (doesn't sound good)
lvl.3 Elvish Warden of the borders (doesn't sound good as well)
In German there is one word for this.
Re: Elvish units
Spoiler:
I think 'Elvish Guard' and 'Elvish Warden' are very close to your thoughts and match the usual naming pattern.
Spoiler:
I have a cunning plan.
- beetlenaut
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Re: Elvish units
For the names, I would suggest Frontier Warden and Woodland Guard. That gives them richer sounds in English.
The staff animation is good, but the bow animation is not right in several points. Bows bend really far as you draw the string; the string does not stretch at all. The arm holding the bow needs to be extended fully to resist the pull. Also, as the back arm pulls, the shoulder with the quiver is going to twist farther away making the quiver less visible--not more visible.
The staff animation is good, but the bow animation is not right in several points. Bows bend really far as you draw the string; the string does not stretch at all. The arm holding the bow needs to be extended fully to resist the pull. Also, as the back arm pulls, the shoulder with the quiver is going to twist farther away making the quiver less visible--not more visible.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- Elvish_King
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Re: Elvish units
I fixed the bow animation (hopefully )
Here it is: Hope you like it.
Here it is: Hope you like it.
- beetlenaut
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Re: Elvish units
Although the bow curves a bit now, the bowstring is still stretching, and it's being held at chest level. Bows are always held like this. His back hand should be right by his ear. Also note where the string attaches--those little reverse curves at the top and bottom of the bow are not decoration. They uncurve to add more snapping power.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- Elvish_King
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- Location: Germany
Re: Elvish units
1.
2.
Yes, I know what you mean.beetlenaut wrote:His back hand should be right by his ear
2.
Is this something bad? Every wesnoth archer's bowstring is streched. For example the champion: So I didn't fixed the second but the first point.beetlenaut wrote:the bowstring is still stretching
- beetlenaut
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Re: Elvish units
Well, a stretchy string defeats the whole purpose of a bow, but I guess most of the time it's too fast to notice. So the arm position of your unit is better, but now the chest plate disappears/bounces around or something, and the arrows in his quiver seem to be getting longer and shorter. Also, the bowstring is still not attached to the ends of the bow. All these things may be details, but Wesnoth animators are normally very careful with details (except the stretchy bowstrings I guess), which is why it looks so good.Elvish_King wrote:Is this something bad? Every wesnoth archer's bowstring is streched.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Elvish units
It looks a bit odd at the end. His left arm goes down too fast. Also if you look at other rangend animations, the melee-weapon doesn't show, so it might be better to remove the staff, or add a shadow under it, if the unit tries to balance it while he shoots.
- Elvish_King
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- Location: Germany
Re: Elvish units
Now I fixed:
- left arm, which now doesn't go so fast down
- melee weapon, which isn't shown now
- chest plates, which is always on the same level
- arrow quiver, which I deleted (cause not every other unit has a quiver and it was to difficult now )
So, this could be the final version: EDIT: Nobody had critisized that but I didn't like the staff animation.
Quick redo and some fixes:
- left arm, which now doesn't go so fast down
- melee weapon, which isn't shown now
- chest plates, which is always on the same level
- arrow quiver, which I deleted (cause not every other unit has a quiver and it was to difficult now )
So, this could be the final version: EDIT: Nobody had critisized that but I didn't like the staff animation.
Quick redo and some fixes:
Re: Elvish units
I think both animations look better now.
The ranged one has some random pixelchanges at his left foot and his right leg gets pulled up a little at the end. Not sure if it would be noticable ingame.
In the melee animation his head seems to disconnect from his body at the last frame. Also his quiver or bandana(not sure which one it is) shows up at some point and his chest-plate changes quite a bit while he attacks. I think the brown "afterimage" at the end of his swing should be a bit more transparent.
I hardly do animation, so i can't judge his movement, but it looks good to me. Nice work
The ranged one has some random pixelchanges at his left foot and his right leg gets pulled up a little at the end. Not sure if it would be noticable ingame.
In the melee animation his head seems to disconnect from his body at the last frame. Also his quiver or bandana(not sure which one it is) shows up at some point and his chest-plate changes quite a bit while he attacks. I think the brown "afterimage" at the end of his swing should be a bit more transparent.
I hardly do animation, so i can't judge his movement, but it looks good to me. Nice work