Dragon sprite

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thespaceinvader
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Re: Dragon sprite

Post by thespaceinvader »

The other thing that strikes me, looking back, is that the lower part of the back feet don't move at all - you should compress them at least a little bit.
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Gauteamus
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Re: Dragon sprite

Post by Gauteamus »

Great work on the dragon, both portrait and sprite.
Should the dragon have cross shaped pupils, like TSI's drakes do?
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thespaceinvader
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Re: Dragon sprite

Post by thespaceinvader »

That would be a nice touch, if you felt like incorporating it =)
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melinath
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Re: Dragon sprite

Post by melinath »

thespaceinvader wrote:I like the cracks, but they're definitely not appropriate for all terrains - I think you could probably do with improving the 'splash' overall. That small point aside, though, that looks great. The portrait is coming on well, too.
Is it perhaps possible to make a version with cracks and one without, or perhaps make the cracks a halo? (And then filter the animations for terrain.)
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thespaceinvader
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Re: Dragon sprite

Post by thespaceinvader »

You could, but it would be unnecessarily complicated - the cracks don't add enough to the animation to make the effort worthwhile - it would be better to direct effort into perfecting the splash, possibly adding some dust blowing out from the strike point as well as the motion blur/glowy...bit.
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tsr
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Re: Dragon sprite

Post by tsr »

Ooh, and add a bit of trembling of the screen when it kills something (unless it is a gobo ;))...?

/tsr
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pixelmind
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Re: Dragon sprite

Post by pixelmind »

Exasperation wrote:As amazing as that animation looks, I think it doesn't reach far enough when it hits....
I actually intended to use the animation with offset.

Sure it would look more realistic otherwise, but:
- It would be dificult to make it look good and fluid
- It would likely take a lot more frames to do this properly
- I would have to make separate animations for all directions which would result in even more frames to do

Call me lazy, but this way saves a lot of time :)
Gauteamus wrote:Should the dragon have cross shaped pupils, like TSI's drakes do?
Good point.I totally forgot about it.


Yeah the cracks are barely visible ingame. I'll trash them and try to do some FX-magic :)

Update:
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impact_v2_fx.gif
impact_v2_fx.gif (40.44 KiB) Viewed 5695 times
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thespaceinvader
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Re: Dragon sprite

Post by thespaceinvader »

Looks nice =)
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melinath
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Re: Dragon sprite

Post by melinath »

Better and better.
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Eternal
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Re: Dragon sprite

Post by Eternal »

I think a big, unified splash might look better. :hmm: It would add power, which it currently lacks.
I wish I had more time in my hands.
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pauxlo
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Re: Dragon sprite

Post by pauxlo »

pixelmind wrote:
Exasperation wrote:As amazing as that animation looks, I think it doesn't reach far enough when it hits....
I actually intended to use the animation with offset.
But then it (he/she?) "glides" with the back-feet - this would need a step, at least.
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thespaceinvader
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Re: Dragon sprite

Post by thespaceinvader »

A little bit of offset sliding is acceptable. And given the size of this unit, it wouldn't need much. It's going to be damn near standing on the unit it's attacking anyway...
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lostnumber
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Re: Dragon sprite

Post by lostnumber »

While this might just have to be what it is I do worry that the motion of the smash attack is a little too similar to when he rears up and breathes fire. But if you decide the ground smash is the right way to go then that might be unavoidable.

One problem I did notice, I'm playing Jacques UMC campaign and when the dragon is facing up and breathing fire at a unit directly above him, the actual fire effect misses hitting the targeted unit by a significant margin.

I'm not an artist so I dont know the proper fix to this, but it looked very odd to have the dragon breathing fire past the units side and the unit reacting like he got hit.
Jacques_Fol
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Re: Dragon sprite

Post by Jacques_Fol »

lostnumber wrote:One problem I did notice, I'm playing Jacques UMC campaign and when the dragon is facing up and breathing fire at a unit directly above him, the actual fire effect misses hitting the targeted unit by a significant margin.
I agree it's a little awkward, but that problem is sort of divorced from the actual unit sprite and represents a separate coding/art challenge for the animator. In this case, the freshman animator in question could only achieve as much. For details:
Spoiler:
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pixelmind
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Re: Dragon sprite

Post by pixelmind »

@Eternal: not sure if a unified splash looks better. I kind of like the detailed version.
btw, how's the fire dragon coming along ? ;)

about the fire breath animation:
There will be a north and south facing animation ( or at least I will turn the head in the right direction ).


Added some further motion to the feet.
Image

Also tried to make north and south facing baseframes
Image

and a turntable :)
Image
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