Dragon sprite

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
User avatar
beetlenaut
Developer
Posts: 2535
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Dragon sprite

Post by beetlenaut »

Have you tried that in game? It looks fantastic, but I'm afraid his head may go all the way past the unit he's supposed to attack. It may look like he's attacking a unit two hexes away.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Krono70
Posts: 2
Joined: January 26th, 2009, 5:47 pm

Re: Dragon sprite

Post by Krono70 »

Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: Dragon sprite

Post by Boucman »

wow

you do have spriting talent indeed...


that is awsome
Fight key loggers: write some perl using vim
User avatar
pixelmind
Art Contributor
Posts: 53
Joined: January 21st, 2009, 8:18 pm

Re: Dragon sprite

Post by pixelmind »

beetlenaut wrote:Have you tried that in game? It looks fantastic, but I'm afraid his head may go all the way past the unit he's supposed to attack. It may look like he's attacking a unit two hexes away.
Yeah.. you'r right. It may look odd ingame. I'll try to fix that when the size is certain.

Image

... and something seems to be wrong with my version ( 1.5.7 ) of the game. There are errors in the upper hex when a unit do a bigger than hex animation ( same thing with the gryphon )
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Dragon sprite

Post by thespaceinvader »

You may need to rethink the animation - i assume this one if for the fire breath - perhaps he should rear on his hind legs and shoot the flame downwards - then you avoid the unit crossing probs.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Mirion147
Posts: 897
Joined: February 14th, 2008, 12:52 am

Re: Dragon sprite

Post by Mirion147 »

thespaceinvader wrote:You may need to rethink the animation - i assume this one if for the fire breath - perhaps he should rear on his hind legs and shoot the flame downwards - then you avoid the unit crossing probs.
Unless one is above the dragon.
Take a look at the Era of the Future!
Current factions: The Welkin, The Brungar, and The Nordhris!
^This is old news lol but I don't care^
New news -> Up the River Bork Campaign!
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Dragon sprite

Post by thespaceinvader »

That's what north-facing animations are for. Virtually none of our units currently look decent when attacking to the north...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Dragon sprite

Post by zookeeper »

pixelmind wrote:... and something seems to be wrong with my version ( 1.5.7 ) of the game. There are errors in the upper hex when a unit do a bigger than hex animation ( same thing with the gryphon )
It's a known bug. It's supposed to get sorted out sooner or later, no need to worry about it.

And yes, with a unit that big you'll have to do some directional attack animations to prevent the unit seemingly missing the target completely.
User avatar
pixelmind
Art Contributor
Posts: 53
Joined: January 21st, 2009, 8:18 pm

Re: Dragon sprite

Post by pixelmind »

Sorry for not posting but I'm quite busy right now :( .
I started to do a very very rough animation test for the fire breath attack as thespaceinvader suggested.
Am I on the right track or does this look completely strange?
Attachments
dragon_attack_test.gif
dragon_attack_test.gif (105.67 KiB) Viewed 3214 times
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Dragon sprite

Post by thespaceinvader »

Looks pretty good =) You could do with showing the weight of the unit some more, though - when it rears, have the weight noticeably shift onto the back legs, make them flex to absorb it, maybe even flap the wings a little to provide the force to drive him into the air. Then, when it comes back down again, really flex to front legs. At the moment, he looks light as a feather. And I'd suggest using the pre-existing fire-blast projectile graphics from the drakes, available here: http://svn.gna.org/viewcvs/*checkout*/w ... h-se-1.png through http://svn.gna.org/viewcvs/*checkout*/w ... h-se-5.png

But great work so far =D With a bit of finesseing, this will look fantastic =)
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Dragon sprite

Post by zookeeper »

Remember that we have quite a nice animation engine nowadays, so we can do some fancy tricks with the flames that you might not want to try to draw manually. For instance, the jet of flame could be comprised of a short stream of multiple individually animated bursts of fire which simply fly out from the mouth towards the enemy (with another splash animation on impact), instead of having a single, large animated burst. That also makes it easier to create the animations for different directions, since you can just redirect the direction of the projectiles instead of having to redraw them.

But in any case, the images of the flames should be separate from the dragon's own frames. Maybe that's the way you intended to have it anyway, but I just want to make sure.
User avatar
Sgt. Groovy
Art Contributor
Posts: 1471
Joined: May 22nd, 2006, 9:15 pm
Location: Helsinki

Re: Dragon sprite

Post by Sgt. Groovy »

Remember that the fireball is hot, so it's lighter than air. It should first move downwards, as the dragon blows it, but then start to move up as it turns into black smoke and dissipates.
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: Dragon sprite

Post by Boucman »

hmm

all these are important critics, but they forgot the most important part


this

is

awsome

:shock:
Fight key loggers: write some perl using vim
User avatar
Orcish Shyde
Posts: 303
Joined: October 13th, 2008, 6:13 pm

Re: Dragon sprite

Post by Orcish Shyde »

This guy is awesome. I genuinely wish I could scratch-draw sprites that good.

The only bit of constructive criticism I can make is that, when rearing up to breathe fire, the dwagon's front legs seem to shrink to about half their original size...
Shameless Crossover Excuse
Necromancer (campaign)

You are a Dwarvish Berserker: you're freaking crazy and enjoy it.
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Dragon sprite

Post by Turuk »

Thumper, if your post gets deleted, it is for a reason. Do not repost the same post again. Read your PMs. Everyone else ignore this and continue on.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Post Reply