Lovecraft's Deep Ones (New here)

Make art for user-made content.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » November 24th, 2016, 9:16 am

Neither could do something today, sorry! I'm seriously trying, but boring life gets on the way.
I'll try to continue it as soon as i can, i'll fix the eyes, belly, mouth colors, and add a new animation, as well as some new mockup sprites. I'tll be awesome!

I don't really want to comment on your idea right now Wussel, as i'm really sleepy and can't think straight, sorry! But as soon as i can i'll take a look at it!
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » November 25th, 2016, 3:17 am

Animating here! I think i fixed the attack animation quite well. Though i decided to play with white action lines. What do you think?

Without:
Image

With:
Image

By the way, check how i filled the mouth and make the arm brighter, and made the belly move less drastically!
I fixed ALL animations, had to edit each one, but it wasn't hard. Next pack comes with fixed drawings!

Is there a way to make it so that the attack numbers appear just when the mouth closes, by the way?

@Wussel:
Maybe your idea of the dweller evolving into a half breed would be a better idea indeed, as that way you can specialize the units earlier on. I will have to make the fisherman look a bit tougher, but that won't be a problem! Though i'd like to leave the normal deep one as a hunter, as i already got a look for the warrior in mind. i can't really understand some stuff you wrote, though! D:

Soon i'll post some more sprites. Stay tuned! Specially the animation of the stare. It will be a really simple one, but still fun to do.

Other think
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » November 25th, 2016, 6:09 am

Stopsignal wrote:Animating here! I think i fixed the attack animation quite well. Though i decided to play with white action lines. What do you think?

By the way, check how i filled the mouth and make the arm brighter, and made the belly move less drastically!
I fixed ALL animations, had to edit each one, but it wasn't hard. Next pack comes with fixed drawings!


Great i like the variant with action lines!! :D

Stopsignal wrote:Is there a way to make it so that the attack numbers appear just when the mouth closes, by the way?


Yes there is i am happy to do that when you post the archive with the images! I can then also release a new version of the add-on! :D

Stopsignal wrote:Soon i'll post some more sprites. Stay tuned! Specially the animation of the stare. It will be a really simple one, but still fun to do.

Other think


Look forward to seeing more! :D
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby Wussel » November 25th, 2016, 7:32 am

What ever you like is fine for me.

For me churning out new base sprites and portraits would be most exciting.

There is an option to alter the sprites. A smaller hunter, a hunter with spikes and such, but what you will do would be a lot more exciting.
Wussel
 
Posts: 473
Joined: July 28th, 2012, 5:58 am

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » November 25th, 2016, 8:01 am

Thanks! And i might end up doing that for the evolutions, but i want to have the base sprite for the warrior now, before advancing. Though thinking about it, i might end up actually using it for the Warrior, and use this little guy i just started (it WILL change drastically, as i want it to be easily told apart from the other one)

Image

I can't for the life of me get a good idea to draw Dagon, however. But at least those sketches gave me the new hunter!

Image
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby Vyncyn » November 25th, 2016, 9:29 am

Animation looks really good now. I'd go with the version without the actionlines, because right now they look too bright. Usually the actionlines are more transparent, so you'd still see the green skin. I don't know what program you use to edit the images, but in paint.net I usually go with a white colour with ca 150 transparence (from a scale 0-255) for actionlines.
User avatar
Vyncyn
Forum Regular
 
Posts: 305
Joined: April 6th, 2013, 5:51 pm

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » November 25th, 2016, 8:28 pm

Hi Stopsignal, I love the new images you are working on! :D (btw so far we have 12 downloads over the last few days since i uploaded the deepone addon, pretty good considering we only have 1 fully animated unit yet!)
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » November 26th, 2016, 6:21 pm

That's awesome! Man, this is going great :D
I'm still downloading it manually, as I couldn't find it last time. What is the addon called?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » November 26th, 2016, 6:58 pm

Stopsignal wrote:That's awesome! Man, this is going great :D
I'm still downloading it manually, as I couldn't find it last time. What is the addon called?


The Deepones Era, you can download it https://addons.wesnoth.org/1.12/ or the add-on menu in the game. :D
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » November 27th, 2016, 8:11 am

Thanks!
I have to get my PC fixed, so production will be halted for a few days. Soon I'll continue though!
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby Stopsignal » December 3rd, 2016, 6:57 am

God wow, i'm finally back. Sorry for that. Anyways, here is some work on the new hunter version. The other one will go to the Warrior!

Image

Spoiler:


The sprite for the fisherman, i'm not sure if i had posted it.
Image
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
User avatar
Stopsignal
 
Posts: 34
Joined: November 17th, 2016, 7:55 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 3rd, 2016, 7:16 am

Looking Good Stopsignal! 8) I like the portrait and new Deep One Warrior! Also about the fisherman, if you have time it would be great if you could edit his animations to be younger also.

(obviously making new AWESOME deepones should come as a higher priority ;) but if you have time, i have attached an archive of the fishermans older animations)

Thanks, i always love to see your posts! :D
Attachments
human-peasants.zip
(20.27 KiB) Downloaded 37 times
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby Wussel » December 3rd, 2016, 9:52 am

Awesome!

I would go for sprite baseframes and portrait sketches right now!

@the_Gnat: We could use the sketches as place holders for the portraits straight away. (It is not mainline policy, but it should be fine.) Basically just cut a square and size it to 400x400. Technically we could replace the white with a parchment, but it does not matter.

About the big open black mouth frame: I finally looked at it in details and found my issue. First: you are not even using pitch black. What I tried was dittering some dark grey in from right (from the viewer) to left (less). So basically if the mouth is more open the black should become more grey (only imo). The motion blur is actually doing that to some extend. Maybe it might be some water spitting or so?

The amount of frames in the animation are fine too. Basically the arm wiggle or the bouncing needs some extra frames. So I guess it is just a question of efficiency.

Edit: I took the liberty to copy all sketches on a 400x400 parchment. Might be good for something.

deep-ones.zip
(2.64 MiB) Downloaded 45 times
Wussel
 
Posts: 473
Joined: July 28th, 2012, 5:58 am

Re: Lovecraft's Deep Ones (New here)

Postby doofus-01 » December 5th, 2016, 4:57 am

Hi Stopsignal,

The attack animations look nice, but they may look different "in-game", as the sprite is moving around. If you don't want to worry about the feet etc., maybe you could give the fish-people a long neck that stretches out ~65px or so when they attack. ... I'm not sure about that, it's just a thought.

Is the Cthulhu unit an animated (stone? wood?) icon, or is it supposed to be an animal/anthropoid? Reason I ask is that the crouched/fetal posture seems a bit odd.
Bad Moon Rising(BfW 1.12 supported, but new work in BfW 1.13 only) | Trinity(BfW 1.12 only) | Archaic Era(BfW 1.12 & 1.13) | Tales of the Setting Sun(On Hold/Abandoned)
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3503
Joined: January 6th, 2008, 9:27 pm
Location: USA ...

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 5th, 2016, 10:36 pm

@wussel - thanks for the portraits, not that many units have been made yet but for the created ones I will put in the placeholder portraits :D

@doofus01 - so far only the deepone hunter has been fully animated but if you download the deepones era addon you will see that it looks very good! :D
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

PreviousNext

Return to Art Workshop

Who is online

Users browsing this forum: No registered users and 3 guests