Major's Anims.
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- thespaceinvader
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Re: Major's Anims.
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?
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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: Major's Anims.
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.
Here are the ruffian anims and base frame.
- Attachments
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- Ruffian Attack Anim.gif (7.9 KiB) Viewed 3083 times
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- Ruffian Defense Anim.gif (3.23 KiB) Viewed 3084 times
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- Ruffian.zip
- (26.27 KiB) Downloaded 216 times
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- thespaceinvader
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Re: Major's Anims.
Those look good to go, pending testing. I'll get both the Pathfinder and Ruffian tested and committed today.
Thanks.
Thanks.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Major's Anims.
Hows this for a possible zombie recruit/convert anim?
- Attachments
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- Zombie Recruit Anim.gif (2.84 KiB) Viewed 3070 times
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- thespaceinvader
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Re: Major's Anims.
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...
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- thespaceinvader
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Re: Major's Anims.
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.
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.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Major's Anims.
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?
- thespaceinvader
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Re: Major's Anims.
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.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Major's Anims.
Here is the finished smoke/toxic gas, I can add other stuff like the insubstantial WC in if that is required.
- Attachments
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- Zombie Recruit Anim.gif (5.17 KiB) Viewed 2842 times
Nothing is foolproof to a talented fool.
Re: Major's Anims.
Wow major, great job! It's beautifully done, but to me the spheres don't look all that smoky.
My spritework can be seen here.
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- Darker_Dreams
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Re: Major's Anims.
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.
Re: Major's Anims.
imo, the WC is too cool for zombie.
i prefer this pretty one.
i prefer this pretty one.
- thespaceinvader
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Re: Major's Anims.
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.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.
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 )
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.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Major's Anims.
Holy [censored], that is cool. Very cool. I doubt I'd be able to pull off something that looked that detailed and smooth.
- Captain_Wrathbow
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Re: Major's Anims.
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.
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.