Major's Anims.

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
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

major: for long anims like this (and I should have asked earlier, for which, my apologies) could you please supply a frame order - or does it go from 1 to 13 and back to 1 again?
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
Major
Art Contributor
Posts: 393
Joined: November 19th, 2009, 12:52 am
Location: New Zealand

Re: Major's Anims.

Post by Major »

Yes it just goes forward, repeats the last two frames where he shakes the compass then goes backward.

Here are the ruffian anims and base frame.
Attachments
Ruffian Attack Anim.gif
Ruffian Attack Anim.gif (7.9 KiB) Viewed 3083 times
Ruffian Defense Anim.gif
Ruffian Defense Anim.gif (3.23 KiB) Viewed 3084 times
Ruffian.zip
(26.27 KiB) Downloaded 216 times
Nothing is foolproof to a talented fool.
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

Those look good to go, pending testing. I'll get both the Pathfinder and Ruffian tested and committed today.

Thanks.
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
Major
Art Contributor
Posts: 393
Joined: November 19th, 2009, 12:52 am
Location: New Zealand

Re: Major's Anims.

Post by Major »

Hows this for a possible zombie recruit/convert anim?
Attachments
Zombie Recruit Anim.gif
Zombie Recruit Anim.gif (2.84 KiB) Viewed 3070 times
Nothing is foolproof to a talented fool.
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

It could certainly work, and could be easily macro-ised into the appearance of a zombie when you use the plague attack. But I would still like to see the hole-climb one work as well...
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
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

The Ruffian anims and Pathfinder melee both look fine. I'd commit them right now, but my fricking SVN control program is not working correctly. I'm trying to fix, but I fear it may need complicated procedures.

EDIT: turned out simpler than I thought. Major, check your PMs and get back to me please, so that I can add you to the credits. Thanks.

The Pathfinder idle and Ruffian anims are committed.
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
Zerovirus
Art Contributor
Posts: 1693
Joined: July 8th, 2009, 4:51 pm

Re: Major's Anims.

Post by Zerovirus »

This new recruit animation looks like it could be very cool when finished. May I suggest making the WC initially out of purplish smoke colors and gradually fading it into the normal colors, to show it being composed out of the smoke instead of being magically summoned into the smoke?
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

Ideally, an overlay which could simply be added to the base frame fading in would be better - then it can be added to all recruits/plague events. If we had to do more work like that, it would be more difficult I think.
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
Major
Art Contributor
Posts: 393
Joined: November 19th, 2009, 12:52 am
Location: New Zealand

Re: Major's Anims.

Post by Major »

Here is the finished smoke/toxic gas, I can add other stuff like the insubstantial WC in if that is required. :)
Attachments
Zombie Recruit Anim.gif
Zombie Recruit Anim.gif (5.17 KiB) Viewed 2842 times
Nothing is foolproof to a talented fool.
User avatar
Frogger5
Posts: 951
Joined: November 7th, 2009, 11:45 pm

Re: Major's Anims.

Post by Frogger5 »

Wow major, great job! :D It's beautifully done, but to me the spheres don't look all that smoky.
My spritework can be seen here.

Want to play Roll 2 Dodge, or even start your own game?http://rolltododge.freeforums.org/index.php We need you!
User avatar
Darker_Dreams
Posts: 608
Joined: February 1st, 2008, 5:26 pm

Re: Major's Anims.

Post by Darker_Dreams »

Did you make the smoke a separate set of overlays, or is it integrated with the unit image? Having the separate overlays might be useful, though without having them to play with i can only guess how useful.
itota
Posts: 68
Joined: April 3rd, 2010, 5:27 am

Re: Major's Anims.

Post by itota »

imo, the WC is too cool for zombie.

i prefer this Image pretty one. :)
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Major's Anims.

Post by thespaceinvader »

Darker_Dreams wrote:Did you make the smoke a separate set of overlays, or is it integrated with the unit image? Having the separate overlays might be useful, though without having them to play with i can only guess how useful.
Indeed - having the smoke as a separate set of overlays would be essential - then we can use it as an overlay for plague events, as well as for recruiting - fading from one unit to the other, covered by the smoke when it's at its thickest. I agree that it would be nice to make the hole-climber one as well, but for now the smoke one looks good to me.

The only thing that concerns me slightly is that it looks more like bubbles than smoke - this isn't necessarily a problem, but it would be good if it could look a touch more wispy. If you could do that, I'll then talk to someone about how to put it in the appropriate place (and probably steal it for my era, as well, since I have a plague type attack in there :D)
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
Zerovirus
Art Contributor
Posts: 1693
Joined: July 8th, 2009, 4:51 pm

Re: Major's Anims.

Post by Zerovirus »

Holy [censored], that is cool. Very cool. I doubt I'd be able to pull off something that looked that detailed and smooth.
User avatar
Captain_Wrathbow
Posts: 1664
Joined: June 30th, 2009, 2:03 pm
Location: Guardia

Re: Major's Anims.

Post by Captain_Wrathbow »

:shock: Woah.

As soon as there's a release with this recruit anim committed, I am going to play an 800 gold game vs the AI and spam zombies.
Post Reply