strike fx
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- rhyging5
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strike fx
Hi everybody,
Take a look on this little fx. I Think it can works fine as a stroke's redundance. Note that there are two versions. I think the second can be used when the stroke is specialy hard. Time for replies....
Take a look on this little fx. I Think it can works fine as a stroke's redundance. Note that there are two versions. I think the second can be used when the stroke is specialy hard. Time for replies....
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- strikefx2.gif (7.51 KiB) Viewed 4764 times
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- strikefx1.gif (5.46 KiB) Viewed 4764 times
- dipseydoodle
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Re: strike fx
Looks good but I don't know if it looks rite there.
- thespaceinvader
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Re: strike fx
I'd need to see it in-game, I think. It looks promising, though.
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Re: strike fx
Could this effect be shown upon impact, for example as an arrow reaches and hits the target?
Don't know much animation WML, so maybe it isn't possible.
Don't know much animation WML, so maybe it isn't possible.
Re: strike fx
If we want to have impact animations like that (which I think is an ok idea), I'd suggest making one for each damage type.
It'd need some new engine support though (no, don't post to say that we have damage type animation filters, that's irrelevant).
It'd need some new engine support though (no, don't post to say that we have damage type animation filters, that's irrelevant).
- rhyging5
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Re: strike fx
Right, someone can do a list of all the kind of attacks ?zookeeper wrote:If we want to have impact animations like that (which I think is an ok idea), I'd suggest making one for each damage type.
Re: strike fx
These would berhyging5 wrote:Right, someone can do a list of all the kind of attacks ?zookeeper wrote:If we want to have impact animations like that (which I think is an ok idea), I'd suggest making one for each damage type.
Blade (slashing damage)
Crush (crushing damage and unarmed)
Pierce (spears and arrows)
for physical damage and
Arcane
Fire
Cold
for magical attacks.
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- thespaceinvader
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Re: strike fx
Crush is not the correct term. Impact is. It represents hammers, clubs, fists, staves, anything that you hit with as opposed to stabbing or slashing.
But it's worth bearing in mind that those types can encompass some slightly unusual attacks - impact includes such attacks as entangling vines and bolas. Pierce also includes thunderstick shots. Blade also includes animal bites.
And it's simplistic to say that fire and cold are only magic attacks. Fire is also seen in arrows and drake fire breath, for instance. Cold and arcane are mainly magical, however.
But it's worth bearing in mind that those types can encompass some slightly unusual attacks - impact includes such attacks as entangling vines and bolas. Pierce also includes thunderstick shots. Blade also includes animal bites.
And it's simplistic to say that fire and cold are only magic attacks. Fire is also seen in arrows and drake fire breath, for instance. Cold and arcane are mainly magical, however.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: strike fx
I still think damage based on screams or sonic waves should count as Piercing damage rather than Cold
- thespaceinvader
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Re: strike fx
Good for you. The only time it comes up in mainline is Ghosts, and cold is thematically more appropriate for them. Plus, balance would be heavily affected by them having pierce damage. Not to mention that this really isn't the place for such discussions.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: strike fx
engine animation guy, reporting for duty....
i'm not sure what engine side support you need, and yes, we do have attack type filter support, this could be incorporated as a new frame in the defensive animation or as a new frame in the attack animation (filtering on both hit and damage type for defensive, filtering on hit for offensive)
this depends mainly if you want the placement to depend on the sprite being hit or on the sprite attacking. Whatever looks better.
i'm not sure what engine side support you need, and yes, we do have attack type filter support, this could be incorporated as a new frame in the defensive animation or as a new frame in the attack animation (filtering on both hit and damage type for defensive, filtering on hit for offensive)
this depends mainly if you want the placement to depend on the sprite being hit or on the sprite attacking. Whatever looks better.
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Re: strike fx
Perhaps it's best to start with basic/generic animations for Slash, Impact, and Pierce damage, then move on to special permutations (as I imagine that cold/fire/arcane require more by way of permutations).thespaceinvader wrote:Crush is not the correct term. Impact is. It represents hammers, clubs, fists, staves, anything that you hit with as opposed to stabbing or slashing.
But it's worth bearing in mind that those types can encompass some slightly unusual attacks - impact includes such attacks as entangling vines and bolas. Pierce also includes thunderstick shots. Blade also includes animal bites.
And it's simplistic to say that fire and cold are only magic attacks. Fire is also seen in arrows and drake fire breath, for instance. Cold and arcane are mainly magical, however.
I would also imagine that certain "hit" effects are already covered by present animations; the mage's fireball has one, as does the Shaman's entangle, and Drake Breath / Thunderstick Blast probably covers the affected unit in such a way as to make a separate "hit" animation unnecessary.
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- Sleepwalker
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Re: strike fx
The one you have done (looking great) looks like it would be well suited for slashing damage as I assume would be the idea. Looks like it would work for both swords and claws and even bites. An impact animation would naturally probably be best with an ring shaped shock wave. Piercing though... Perhaps a beam penetrating through an imaginary wall or something. Or a beam hitting a point and exploding in several straight lines.
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Re: strike fx
You have a lot of hats these daysBoucman wrote:engine animation guy, reporting for duty....
From the standpoint of results, i think we would want these controlled by the attacking unit's WML. We might have standard FX, but some attacking units be better opting out. As sangel says, some of the animations (like a fire mage's blast) are such that an additional effect would be redundant. And surely if we get an impact FX, someone is later going to come along and want to make a bigger FX for use with a L3 troll or Wose's impact attack.Boucman wrote:i'm not sure what engine side support you need, and yes, we do have attack type filter support, this could be incorporated as a new frame in the defensive animation or as a new frame in the attack animation (filtering on both hit and damage type for defensive, filtering on hit for offensive)
this depends mainly if you want the placement to depend on the sprite being hit or on the sprite attacking. Whatever looks better.
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Re: strike fx
Well, I didn't intend it to be "added by the engine" but "integrated in the WML of existing animations" as a new frame, so it would be added one attack at the time on the ones where you think it's needed....
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