Mainline campaign sprites and animations needed

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Re: Mainline campaign sprites and animations needed

Postby Kwandulin » July 9th, 2017, 8:12 pm

doofus-01 wrote:All that said, what is the status of these? I was testing the flesh golem in the first scenario and was confronted with the Quenoth elves... Is anyone still working on them [...]?

I'd at least like to finish the mystic line. The L4 has now reduced height, the Sun Singer has doofus' skirt and wilder hair (I don't like the red hair so I've left that out) and I've removed the orphaned pixels as pointed out by Zerovirus and did some further cleanups.
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Re: Mainline campaign sprites and animations needed

Postby Coffee » July 10th, 2017, 1:49 pm

zookeeper wrote:
doofus-01 wrote:One (of many) project(s) that I neglected was finishing the princess animations.

Almost forgot about this one, so it's now in too.


What about the tutorial? Should the animations for Konrad and the princess be added there also?
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Re: Mainline campaign sprites and animations needed

Postby zookeeper » July 10th, 2017, 3:16 pm

Coffee wrote:What about the tutorial? Should the animations for Konrad and the princess be added there also?

Oh duh, I (again) forgot the tutorial. Yeah, I'll port them over there too.
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Re: Mainline campaign sprites and animations needed

Postby Kwandulin » July 10th, 2017, 3:36 pm

First attempt at the Quenoth Flanker, basing on sleepwalkers unused bowshooter. The blowgun needs more work: I am not sure how to put so much info into so little space, without the blowgun looking like a bazooka.

Ideas?

Edit: added the ranger
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Re: Mainline campaign sprites and animations needed

Postby zookeeper » July 13th, 2017, 1:41 pm

Kwandulin wrote:I'd at least like to finish the mystic line. The L4 has now reduced height, the Sun Singer has doofus' skirt and wilder hair (I don't like the red hair so I've left that out) and I've removed the orphaned pixels as pointed out by Zerovirus and did some further cleanups.

Seems good to me. I might tweak the Mystic's elbow or some other minor bits.

Kwandulin wrote:First attempt at the Quenoth Flanker, basing on sleepwalkers unused bowshooter. The blowgun needs more work: I am not sure how to put so much info into so little space, without the blowgun looking like a bazooka.

Ideas?

Edit: added the ranger

I don't think the arm-facing-directly-towards-the-camera thing works clearly enough at a scale that small, but other than that they look very nice and suitably distinct.
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Re: Mainline campaign sprites and animations needed

Postby Kwandulin » July 14th, 2017, 1:47 pm

I don't think the arm-facing-directly-towards-the-camera thing works clearly enough at a scale that small, but other than that they look very nice and suitably distinct.

Alright, I changed the position of the arm:
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Re: Mainline campaign sprites and animations needed

Postby Shiki » July 14th, 2017, 6:13 pm

What looks strange to me is the thing at her left leg. On first sight it looked like a shield, but I guess it's meant to be a bag. But even as shield it's a bit strange.
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Re: Mainline campaign sprites and animations needed

Postby Coffee » July 19th, 2017, 11:00 pm

zookeeper wrote:
Coffee wrote:What about the tutorial? Should the animations for Konrad and the princess be added there also?

Oh duh, I (again) forgot the tutorial. Yeah, I'll port them over there too.


Just letting you know that I copied the princess animations from HttT to the tutorial as well so they aren't forgotten. They are some nice smooth animations.
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Re: Mainline campaign sprites and animations needed

Postby zookeeper » August 15th, 2017, 11:44 pm

Ok, the Mystic and Flanker lines are in now. I did a slight tweak to the arm of the Mystic, widened the hips of the Shaman a bit, and did a few minor offset adjustments.
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Re: Mainline campaign sprites and animations needed

Postby doofus-01 » November 12th, 2017, 6:47 am

UtBS is important for the upcoming release, I believe. I know this wasn't requested, but I thought the daemon could be improved:
demon.gif
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If that looks OK, I'll get some animation frames for it.
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Re: Mainline campaign sprites and animations needed

Postby The_Gnat » November 13th, 2017, 8:09 am

That looks great :D ,

Also i haven't noticed any activity on the story art or portraits for UTBS has Lord Bob stopped working on this or is he just busy. (i can sympathize with business i have had so little time recently :hmm: )
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Re: Mainline campaign sprites and animations needed

Postby vultraz » November 15th, 2017, 6:23 am

LordBob is still working on the portraits, he's just been very busy. But he should be done soon.
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Re: Mainline campaign sprites and animations needed

Postby The_Gnat » November 15th, 2017, 7:00 am

vultraz wrote:LordBob is still working on the portraits, he's just been very busy. But he should be done soon.


Thats great i look forward to the new revised UTBS, i played it once before but with all the new sprites and portraits i am sure their is going to be large improvement! 8)
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Re: Mainline campaign sprites and animations needed

Postby zookeeper » November 15th, 2017, 8:39 am

doofus-01 wrote:UtBS is important for the upcoming release, I believe. I know this wasn't requested, but I thought the daemon could be improved:
demon.gif

If that looks OK, I'll get some animation frames for it.

Yeah, looks great. It's a one-off unit so I'll happily put that to use even without animations, but if you want to make them that's great too. Probably better not to use the current frames as a template though, since that animation rather sucks.
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Re: Mainline campaign sprites and animations needed

Postby doofus-01 » Today, 3:11 am

zookeeper wrote:Yeah, looks great. It's a one-off unit so I'll happily put that to use even without animations, but if you want to make them that's great too. Probably better not to use the current frames as a template though, since that animation rather sucks.
I opened a PR here, since it involved changing the unit CFG file too.
https://github.com/wesnoth/wesnoth/pull ... 46c5c83627

If this were a mainline unit, it would warrant another couple frames in the attack animation, but I don't think the player will feel too cheated when they encounter this thing. The description could use work (both the old and the one in the PR), but I'm not sure how important that is.
EDIT:
I don't know if this is help, or a waste of time, but I was tempted to brush up the Quenoth Ranger:
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