Mainline campaign sprites and animations needed

Contribute art for mainline Wesnoth.

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Bitron
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Re: Mainline campaign sprites and animations needed

Post by Bitron » June 16th, 2017, 12:03 pm

Why does the hair colour change that rapidly from black to blonde?

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Gyra_Solune
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Re: Mainline campaign sprites and animations needed

Post by Gyra_Solune » June 16th, 2017, 4:29 pm

The level 4 unit looks somewhat too tall. Units do get a bit taller on level-up, yes, but not that much so. I think it's largely the legs - they're almost too proportional to a human, which makes them disproportional for a Wesnoth sprite. I'd say the skirt itself looks nice, just shorten the legs so the skirt's going down to mid-shin or below the knees in general, instead of mid-thigh. Maybe condense the level 3 sun singer's too. Both of them could also do with having less of a neck - almost every unit in the game just has the head sitting directly on the shoulders so a neck makes it look really lanky.

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Zerovirus
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Re: Mainline campaign sprites and animations needed

Post by Zerovirus » June 16th, 2017, 5:54 pm

Agreement on the level 4 unit seeming too tall. It's not just the legs, but also the neck and torso, I think- the entire torso, possibly due to the silhouette generated by the clothing, feels almost kind of inflated. It's got that footballer-like triangular composition where the shoulders are super broad and way wider than the hips, which makes the unit look slightly masculine in design.

As something of a sidenote, just a remark on the pixeling technique itself- there's a lot of orphaned pixels hanging around in your baseframes. It's most noticeable on the lv4, but there's a fair bit going on in the bottom upgrade line's lv3 as well- specks of white that really stand out against their relatively darker environment, or specks of black that stand out in a light environment. Because these pixels don't connect strongly enough to clusters of pixels around them, they seem 'orphaned'- like out-of-context outlier data points that we're not really sure how to integrate into the area. Like static noise on a tv, it's impossible to figure out what these pixels actually signify, so the viewer is forced to discard that information entirely.

I've taken the liberty of circling some examples of orphaned pixels in your sprites. Hopefully this is helpful to illustrate what I mean!
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orphans.PNG

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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel » June 17th, 2017, 3:47 am

Kwandulin wrote:
beetlenaut wrote:I still greatly prefer black hair for these elves, but on the sun units, blond is appropriate. However, the fire should probably have its palette changed now so it conflicts less.
I am not quite sure what you mean with black hair. I obviously can't put r,g,b=0,0,0 pixels in there.

Black doesn't mean r,g,b=0,0,0. What you have there is basically already black hair. Sure, if you look at the individual pixels they might be a dark purple, but it gives the overall impression of black hair.
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Re: Mainline campaign sprites and animations needed

Post by beetlenaut » June 17th, 2017, 3:52 am

Celtic_Minstrel wrote:it gives the overall impression of black hair.
Yep, it does now! It looks good.
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Re: Mainline campaign sprites and animations needed

Post by Wussel » June 17th, 2017, 11:06 am

About the hair:
starting with grayish hair is great. I would assume the dark hair could get a little darker at higher levels. The blond hair could get whitish instead. The blond is made by orange for shades. I would desatured this orange for a more pale hair impression.

Personally I like the bigger sprites for level 4.

Maybe playing the skin tones a bit too? Sun equals darker skin?

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doofus-01
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Re: Mainline campaign sprites and animations needed

Post by doofus-01 » June 17th, 2017, 1:37 pm

Bitron wrote:Why does the hair colour change that rapidly from black to blonde?
The sprites generally look nice, but I found that odd too, and thought the level 2 blond looked a bit like another level 1. This is an idea I had, it could use more work, but I think you get the idea. Hair is redder and a bit wilder, as a transition to the fluffier blonde level 3, TC ribbons are a prelude to the wings on level 3.

Should the flames be on a separate layer (halo?), so that it could be animated more easily? Are the eyes glowing on the two final level units?
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Re: Mainline campaign sprites and animations needed

Post by ForestDragon » June 17th, 2017, 1:40 pm

Looks great! :D now the sun lvl2 looks just right
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Re: Mainline campaign sprites and animations needed

Post by Bitron » June 17th, 2017, 6:27 pm

Yes, thanks to take account on that. It looks much better that way, imo.

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Re: Mainline campaign sprites and animations needed

Post by doofus-01 » June 18th, 2017, 12:51 am

Thanks, guys. I worked on the sprite a bit more, but these elves aren't really my project, so I'll stop here. If it is useful, that's great. If not, then that's just how it is...
elf-edit.png
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One (of many) project(s) that I neglected was finishing the princess animations. I think the sword attack was the most important, and these frames should work. I'm not too proud of them, but I still think they work OK when interspersed with the defense animation. The spoiler is the simple animation WML I used to test, it might need to be tweaked a bit. If it is changed, the delay before starting the slide-to-enemy is intentional.
Spoiler:
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princess_attack.tar.gz
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Re: Mainline campaign sprites and animations needed

Post by maksiu » June 18th, 2017, 8:40 pm

Hey, I noticed some things that are still good for correction:
1. I do not know whether only I think that legs 4lvl they look very bad, but they seem lopsided nad inverted mirror.
I compared her to the rider (lvl 1) and is less than two pixels away, and i compared her to the marshal (lvl 4) and she is higher than him! If the marshal is only 180cm, she has at least 190cm, and the women are smaller so it looks strange.
Image
2. In addition, I noticed that the skin on the second promotion is different, it is strange to her to change the complexion during the promotion.
And I think that alternative promotion could have red hair to the end

Sorry if this topic has been raised before, i have not read most of the previous posts. And I sorry for my english
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Re: Mainline campaign sprites and animations needed

Post by Sudipta » June 19th, 2017, 1:08 pm

Bluntly speaking the current lv 4 one looks like a transgender prost. :annoyed: Not a good piece of work. it needs a lot of adjustments to meet the quality standards. And the legs are definitely weird. I'd suggest a new sketch for the lv4 since this standing posture doesn't go well with their skin complexion plus the wings just make it gross looking. Nor does it have the powerful feel that a lv 4 unit is supposed to give off. Just my 2 cents. May sound harsh but that's what seems to be the issue in my eyes.
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Re: Mainline campaign sprites and animations needed

Post by doofus-01 » June 26th, 2017, 12:21 am

The flesh golem wasn't on the list, but it looks like a pretty old sprite that could be replaced. Would this be OK as a replacement? (If yes, I'll replace the other frames as well.)
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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel » June 26th, 2017, 2:21 am

Ehhh... it doesn't look like a flesh golem to me, honestly. I'd expect a flesh golem to have stitches and probably a less healthy complexion, for example. This is based on "conventional" flesh golems, mind you; I don't know if they relevant scenario contains lore that would contradict my expectations.
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Re: Mainline campaign sprites and animations needed

Post by doofus-01 » June 26th, 2017, 4:35 am

Celtic_Minstrel wrote: I'd expect a flesh golem to have stitches and probably a less healthy complexion, for example. This is based on "conventional" flesh golems, mind you; I don't know if they relevant scenario contains lore that would contradict my expectations.
Maybe. I have no idea what a "conventional" flesh golem would be, or if it matters (I don't remember UtBS well enough). I just based this off the current sprite and the unit's .cfg file.
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