Mainline campaign sprites and animations needed
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Re: Mainline campaign sprites and animations needed
I didn't really find a proper source, mostly wikipedia entries or discussions which reference to not farther named books.
Try out the dark board theme.
Re: Mainline campaign sprites and animations needed
The Royal Warrior looks really nice and zookeeper's edit seems to be a reasonable change. Is it just me or does it look strange that he is holding the mace so high? It looks a bit more like a leading animation.
Rotating the mace leads to a more natural stance, but it may be less readable.
Also: a possible taunt anim for the dwarvish fighter. Might be useful for an idle or victory animation. Ideas?
Rotating the mace leads to a more natural stance, but it may be less readable.
Also: a possible taunt anim for the dwarvish fighter. Might be useful for an idle or victory animation. Ideas?
- Attachments
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- royal-warrior-doofus-edit.png (4.12 KiB) Viewed 4505 times
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- fighter-taunt.gif (10.93 KiB) Viewed 4505 times
- Celtic_Minstrel
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Re: Mainline campaign sprites and animations needed
What's he doing, hitting the axe against his shield?
- beetlenaut
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Re: Mainline campaign sprites and animations needed
The mace is a little hard to read now, but that's partly because the metal is tinted towards the brown like the armor. Tinting it towards the blue (maybe using the same palette as the dwarf's axe) would make it stand out a lot more.
Also: I think that would make a great idle animation.
Also: I think that would make a great idle animation.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Mainline campaign sprites and animations needed
I thought they'd be themed to asthmatic heaving or suggestive pelvis motions now?beetlenaut wrote:Also: I think that would make a great idle animation.
Also: as the shadow seems to go towards ten o'clock the bits towards two and three o'clock don't fit.
I have a cunning plan.
Re: Mainline campaign sprites and animations needed
It looks more like a defending animation.Kwandulin wrote: Also: a possible taunt anim for the dwarvish fighter. Might be useful for an idle or victory animation. Ideas?
If you want to make it clear then you have to exaggerate the motions more.
So first have him extend the shield away from the torso while raising the axe up higher.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Re: Mainline campaign sprites and animations needed
The standing animation and idle animation are different things. The first one is shown continuously whenever a unit is standing, the idle animation is shown in random intervalls (e.g. the berserker drinking beer definitely not beer).nuorc wrote:I thought they'd be themed to asthmatic heaving or suggestive pelvis motions now?
Also: as the shadow seems to go towards ten o'clock the bits towards two and three o'clock don't fit.
Not sure if changing the position of the shield and axe is desirable, as the shield is already 1 pixel below the eyes, and extending it more would override the face.Sapient wrote: It looks more like a defending animation.
If you want to make it clear then you have to exaggerate the motions more.
So first have him extend the shield away from the torso while raising the axe up higher.
I've added the dwarves' right shoulder and changed the shadows a bit. I think it looks okay ingame:
Code: Select all
[idle_anim]
{STANDARD_IDLE_FILTER}
start_time=0
[frame]
image="units/dwarves/fighter-taunt-[1,2,3,4,5,6,5,4,5,6,5,4,3,2,1].png:[110*15]"
[/frame]
[/idle_anim]
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- fighter-taunt.zip
- (12.92 KiB) Downloaded 143 times
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- fighter-taunt.gif (11.03 KiB) Viewed 4317 times
Re: Mainline campaign sprites and animations needed
I like the shield bash, but I feel it is missing the anticipation frame of the animation so I added a quick and dirty frame as an example (I also changed some timing):
I think a properly made frame or two at the start could make it more weighty
Re: Mainline campaign sprites and animations needed
I finished some of the frames for the annalist. They are pretty similar to the old animations, but I reduced the number of defense frames to 2.
Melee animation has 9 frames. I finished 4 so far and will post them once they are done.
Melee animation has 9 frames. I finished 4 so far and will post them once they are done.
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- annalist-ranged2.png (1.13 KiB) Viewed 3991 times
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- annalist-ranged1.png (1.41 KiB) Viewed 3991 times
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- annalist-lead.png (1.41 KiB) Viewed 3991 times
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- annalist-defend2.png (1.28 KiB) Viewed 3991 times
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- annalist-defend1.png (1.35 KiB) Viewed 3991 times
Re: Mainline campaign sprites and animations needed
Nice work! I look forward to when you animate the Lore Master i have made some placeholder animations currently for the Reign of the Lords add-on, but it would be good to get him fully animated.
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Mainline campaign sprites and animations needed
Here are the 5 drop-in frames for the Royal Warrior. I made the armor less golden, and lowered the mace in the base frame, as suggested.
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- royal-warrior.xcf
- (50.26 KiB) Downloaded 143 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Mainline campaign sprites and animations needed
Finished the melee animation.
Re: Mainline campaign sprites and animations needed
Here is the complete animation for all three levels and cgf files.
concerning the cgf-files:
- Changed defense animation (2 instead of 3 frames, like I mentioned before)
- Adjusted the position of the "bling" in the leading animation to match the new images
- melee animation has 9 frames (old animation for witness/loremaster had 10), but I added the "defense1" frame to make it look smoother at the end
- Added magenta as TC
concerning the cgf-files:
- Changed defense animation (2 instead of 3 frames, like I mentioned before)
- Adjusted the position of the "bling" in the leading animation to match the new images
- melee animation has 9 frames (old animation for witness/loremaster had 10), but I added the "defense1" frame to make it look smoother at the end
- Added magenta as TC
- Attachments
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- witness.zip
- (75.08 KiB) Downloaded 180 times