Goblin Spearman Run Cycle
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Re: Goblin Spearman Run Cycle
There was some tutorial on the forums somewhere suggesting to tweak pixel colors just a bit instead of moving them - to add an illusion of movement.
ride on shooting star
- artisticdude
- Moderator Emeritus
- Posts: 2424
- Joined: December 15th, 2009, 12:37 pm
- Location: Somewhere in the middle of everything
Re: Goblin Spearman Run Cycle
So, I've done my last fiddling with this animation. Barring any serious issues brought up by an art dev (which should hopefully not happen at this point in the process), I'm washing my hands of this particular animation for good.
I'd be really happy if this could be committed before the next stable branch debuts.
I'd be really happy if this could be committed before the next stable branch debuts.
- Attachments
-
- spearman-se-run.gif (3.41 KiB) Viewed 4959 times
-
- goblin-spearman-run-se.zip
- (127.81 KiB) Downloaded 307 times
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Goblin Spearman Run Cycle
Looks good to go to me.
Unfortunately, though, I'm not going to have time to commit it in the near future, as I start a new job on Wednesday.
Unfortunately, though, I'm not going to have time to commit it in the near future, as I start a new job on Wednesday.
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.
- Alarantalara
- Art Contributor
- Posts: 786
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Goblin Spearman Run Cycle
Since thespaceinvader says he didn't have enough time, I've taken it upon myself to commit it on his behalf.
I picked a frame length that prevents visible sliding at the end of each cycle. Someone else may want to adjust the speed.
I picked a frame length that prevents visible sliding at the end of each cycle. Someone else may want to adjust the speed.
- artisticdude
- Moderator Emeritus
- Posts: 2424
- Joined: December 15th, 2009, 12:37 pm
- Location: Somewhere in the middle of everything
Re: Goblin Spearman Run Cycle
@tsi: No problem, good luck with the new job!
@Alarantalara: Oh, you've got commit access? Sweet, thanks!
@Alarantalara: Oh, you've got commit access? Sweet, thanks!
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Goblin Spearman Run Cycle
Thanks Alarantalara.
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.
- iLeeT_PeeP
- Posts: 113
- Joined: April 17th, 2010, 3:26 am
Re: Goblin Spearman Run Cycle
Just a thought...
This is my opinion. But making unit run animations is well... In my eyes... A huge waste of time and effort that could go elsewhere...
Wesnoth 1.8 is perfectly fine without run animations... Does not seem necessary at all and has 0 impact on gameplay.
This is my opinion. But making unit run animations is well... In my eyes... A huge waste of time and effort that could go elsewhere...
Wesnoth 1.8 is perfectly fine without run animations... Does not seem necessary at all and has 0 impact on gameplay.
My MaPs... PeeP's Maps
-
- Posts: 1549
- Joined: June 18th, 2009, 1:45 am
Re: Goblin Spearman Run Cycle
.. and you say this right after artisticdude made a beautiful rendition of the run animation? The world these days..
No, seriously. That was very unthoughtful/unsensitive of you.
I'd say artisticdude did a fantastic job with this little guy. The running brings him to life somehow for me.
No, seriously. That was very unthoughtful/unsensitive of you.
I'd say artisticdude did a fantastic job with this little guy. The running brings him to life somehow for me.
-
- Posts: 103
- Joined: March 19th, 2011, 3:30 am
Re: Goblin Spearman Run Cycle
But it looks more professional with them.iLeeT_PeeP wrote:Wesnoth 1.8 is perfectly fine without run animations... Does not seem necessary at all and has 0 impact on gameplay.
- iLeeT_PeeP
- Posts: 113
- Joined: April 17th, 2010, 3:26 am
Re: Goblin Spearman Run Cycle
monochromatic wrote:.. and you say this right after artisticdude made a beautiful rendition of the run animation? The world these days..
No, seriously. That was very unthoughtful/unsensitive of you.
I'd say artisticdude did a fantastic job with this little guy. The running brings him to life somehow for me.
I agree... The run animation he created looks very nice. Not denying that...
My MaPs... PeeP's Maps
Re: Goblin Spearman Run Cycle
Then why are you posting that?
The art developers decided that having all kinds of animation for all mainline units would be nice, and the art contributors liked that idea — and thus we now have so many awesome animations in 1.9. Where should the time go "elsewhere"? Don't forget that a) developers and artists aren't the same (so, an artist making art makes somehow sense to me), and b) that they're doing this whole stuff voluntarily, and that it's a great thing to have the new animations around.
Did you ever look at the 1.9 releases, with e.g. the new horse animations, or even the little saurians? It's certainly adding much to Wesnoth, and I would do anything but calling this a "waste of time".
Crend
The art developers decided that having all kinds of animation for all mainline units would be nice, and the art contributors liked that idea — and thus we now have so many awesome animations in 1.9. Where should the time go "elsewhere"? Don't forget that a) developers and artists aren't the same (so, an artist making art makes somehow sense to me), and b) that they're doing this whole stuff voluntarily, and that it's a great thing to have the new animations around.
Did you ever look at the 1.9 releases, with e.g. the new horse animations, or even the little saurians? It's certainly adding much to Wesnoth, and I would do anything but calling this a "waste of time".
Crend
UMC Story Images — Story images for your campaign!
-
- Posts: 103
- Joined: March 19th, 2011, 3:30 am
Re: Goblin Spearman Run Cycle
For that matter, some of the people who can do sprites and sprite animation and such can't do portraits, and vice versa. Some people can only do terrains, or portraits, or sprites, or icons, or maybe they can do two of the four, so on and so forth. Its not like there is some pool of omnicompetent artists who can just be assigned to do whatever art they want, and animations are pretty big for sprites right now.Crendgrim wrote:Don't forget that a) developers and artists aren't the same (so, an artist making art makes somehow sense to me), and b) that they're doing this whole stuff voluntarily, and that it's a great thing to have the new animations around.