TSG, sprites reedition
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Re: TSG, sprites reedition
That's pretty acrobatic for a regular attack, but would be perfect as a special killing blow animation. Still, if you don't want to make more, we can use just that. As an animation it's superb.
Re: TSG, sprites reedition
That attack looks awesome, but for a foot soldier in full plate with a heavy bardiche, just not possible at all
The same animation would look great if we had a ninja-like character with a staff or a light polearm.
The same animation would look great if we had a ninja-like character with a staff or a light polearm.
Re: TSG, sprites reedition
In your earlier base frame, he had a glaive - which fits with the original sprite, and the unit's description. As bad-dog said, he has a bardiche now. The difference is that a bardiche is a long-shafted axe with a thin, tall, usually crescent-shaped blade and a glaive is essentially a sword with a very, very, very long hilt.
But that is such an awesome attack animation, it'd probably keep making the campaign harder - because I wouldn't worry about keeping him alive, I'd just charge the enemies to see the attack animation!
But that is such an awesome attack animation, it'd probably keep making the campaign harder - because I wouldn't worry about keeping him alive, I'd just charge the enemies to see the attack animation!
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Re: TSG, sprites reedition
Reepurr that sort of quibbling is irrelevant and pointless. Please keep your crits relevant and useful in future.
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Re: TSG, sprites reedition
thanks a lot for replies...
I'm don't know about this kind of attacks on game. How exactly works?zookeeper wrote:That's pretty acrobatic for a regular attack, but would be perfect as a special killing blow animation.
Re: TSG, sprites reedition
It works so that one animation is used when the strike doesn't kill the enemy, and another animation is used the the strike kills the enemy. Or were you asking for the necessary WML?rhyging5 wrote:thanks a lot for replies...
I'm don't know about this kind of attacks on game. How exactly works?zookeeper wrote:That's pretty acrobatic for a regular attack, but would be perfect as a special killing blow animation.
Re: TSG, sprites reedition
When defining the animations, you can filter on about anything - attacks, unit (or units), terrain, TOD, etc.
You could have an animation played only on hitting or on missing, or on killing the enemy. AnimationWML#How_animations_are_chosen
You may have noticed that the last missile-frame of the mage's (or red mage's?) fire-attack looks different when missing than when hitting.
From the animation standpoint, you simply have to make additional animations for specific situations, the WML-wizards will wire it in
(Ninja'ed, but I'll still send.)
You could have an animation played only on hitting or on missing, or on killing the enemy. AnimationWML#How_animations_are_chosen
You may have noticed that the last missile-frame of the mage's (or red mage's?) fire-attack looks different when missing than when hitting.
From the animation standpoint, you simply have to make additional animations for specific situations, the WML-wizards will wire it in
(Ninja'ed, but I'll still send.)