Descent Into Darkness Campaign: Ghast Revision
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- thespaceinvader
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Re: Descent Into Darkness Campaign: Ghast Revision
Indeed, feel free to finish the attack and defence - and keep the death in mind for later, too - but for now, getting units like the mermen animated would be far preferable, and you will undoubtedly be able to do a fantastic job.
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Re: Descent Into Darkness Campaign: Ghast Revision
Just wanted to chime in that this is looking really cool - I love where you guys are going with this concept.
I would actually be in favor of mainlining this, when it's done, even if not as a strict advancement (that's something we can argue about with the appropriate people later), but at least as a special unit.
I would actually be in favor of mainlining this, when it's done, even if not as a strict advancement (that's something we can argue about with the appropriate people later), but at least as a special unit.
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Re: Descent Into Darkness Campaign: Ghast Revision
Maybe add it as a "normal" unit but just make it a huge amount of experience to get (such as the arch mage line).Jetrel wrote:Just wanted to chime in that this is looking really cool - I love where you guys are going with this concept.
I would actually be in favor of mainlining this, when it's done, even if not as a strict advancement (that's something we can argue about with the appropriate people later), but at least as a special unit.
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- thespaceinvader
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Re: Descent Into Darkness Campaign: Ghast Revision
An idea strikes: maybe this could be added as an easter-egg type advancement for the necrophage - if you use the 'feeding' ability enough times, it becomes a Ghast - maybe if you get 10 'munches' or something...
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Re: Descent Into Darkness Campaign: Ghast Revision
Great idea.thespaceinvader wrote:An idea strikes: maybe this could be added as an easter-egg type advancement for the necrophage - if you use the 'feeding' ability enough times, it becomes a Ghast - maybe if you get 10 'munches' or something...
Re: Descent Into Darkness Campaign: Ghast Revision
While I let Zerovirus work on the frames for the Ghast's attack animation, I have begun blocking out the Ghast's two defense frames. I referenced the Ghoul and Necrophage's habit of retracting their arms and hugging them against thier body while attacked. What do you think of the Ghast's defense so far?
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- thespaceinvader
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Re: Descent Into Darkness Campaign: Ghast Revision
Looks reasonable - how about it closes all its mouths and eyes on the 'hit' frame?
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Re: Descent Into Darkness Campaign: Ghast Revision
Thats a good idea! I am beginning the coloring process, and have shut his mouths and eye sockets.
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Re: Descent Into Darkness Campaign: Ghast Revision
I'm loving the new Ghast sprite. It's finally looking like more than some fat guy who got pink bellied at lunch. Actually I'm kind of encouraged to work on a portrait for it now. Oh the things I'll do when I don't have class work bogging me down.
I don't know how set on the hit animation everyone is, but I thought I'd throw in a suggestion. It seems the evolution wants to make the mouth on his stomach more and more pronounced. It might be neat to have him arch backwards to open that mouth and then spike the teeth out like a stabbing motion.
I don't know how set on the hit animation everyone is, but I thought I'd throw in a suggestion. It seems the evolution wants to make the mouth on his stomach more and more pronounced. It might be neat to have him arch backwards to open that mouth and then spike the teeth out like a stabbing motion.
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Re: Descent Into Darkness Campaign: Ghast Revision
Kinda corny, and really difficult to animate - the way it is now will be fine Plus, that raises questions as to damage type, since it would look like spikes rather than blades.
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Re: Descent Into Darkness Campaign: Ghast Revision
Difficult is just another word for fun! As for corny, we have a giant corpse with a mouth on it's stomach. Something that would not even physically work outside of the "It's magic!" excuse. My friend, we are well past corny. We have not only gone to Oz but beaten the wizard, super soakered the witch, and at this point we are just setting the monkeys down to work on that Shakespeare play.thespaceinvader wrote:Kinda corny, and really difficult to animate - the way it is now will be fine Plus, that raises questions as to damage type, since it would look like spikes rather than blades.
Anyhow I just figured it worked better with the poisoning thing. If it's not used then I doubt anyone will lose sleep over it.
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Re: Descent Into Darkness Campaign: Ghast Revision
If anyone wanted to make that animation, it's possible to have more than one attack animation for an attack
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this goes for they're/their/there as well
this goes for they're/their/there as well
Re: Descent Into Darkness Campaign: Ghast Revision
The rough draft of the animation for the attack does not include the teeth as of yet. My vision for the bites would resemble those of ferocious sharks whose teeth seem to "project" from the jaw. This idea comes from one of the vivid memories that I have acquired from watching the movie "Jaws" at a young and impressionable age. All in all, I'm excited to hear about your interest in drawing a portrait for the Ghast. I'd really like to see what you can come up with!
Attached to this post is the Ghast's colored defence animation. Do you have any ideas on how to improve it?
Attached to this post is the Ghast's colored defence animation. Do you have any ideas on how to improve it?
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- artisticdude
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Re: Descent Into Darkness Campaign: Ghast Revision
Awesome work. The only thing I see is the claws on its right foot get progressively longer and larger through the animation... although that might be intentional?
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Re: Descent Into Darkness Campaign: Ghast Revision
I see me some pillowing. Of course this is better than me having to begin from basic blocking, but I'll be doing work on it later if you post frames. I haven't had much time recently, sorry about that.
That said, the two frames move a bit too much, more than any other wesnoth defense anim does, doesn't it? Almost a bit jumpy.
That said, the two frames move a bit too much, more than any other wesnoth defense anim does, doesn't it? Almost a bit jumpy.