TSG, sprites reedition

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thespaceinvader
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Re: TSG, sprites reedition

Post by thespaceinvader »

Nice. I think this i good to go in, then. I'll let you know when I get back home from my weekend away.
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thespaceinvader
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Re: TSG, sprites reedition

Post by thespaceinvader »

Rhyging: the work you've done on these is fantastic. I really hope that we can persuade you, among the many other things you're doing right now, to fill out the animations for the level 2 (in particular, a defence animation (2 frames ONLY) and a leadership animation (2 frames ONLY, i'll need to consult a little further with Jetrel about specifics for this one), and finish off and animate the level 3. It would be truly awesome if you would =)

I'm going to be committing what you have done for the level 2 some time today.
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Telaron
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Re: TSG, sprites reedition

Post by Telaron »

Really nice work ryging5! The only thing I see ( and I don't know if this is supposed to be motion blur) is this image. His arm seems to take on a brownish color. :?:
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artisticdude
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Re: TSG, sprites reedition

Post by artisticdude »

I believe that's the motion blur of the hand as he prepares to swing the glaive. :)
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thespaceinvader
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Re: TSG, sprites reedition

Post by thespaceinvader »

All the most recent versions of these are committed.
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Re: TSG, sprites reedition

Post by SFault »

This could be added to animation tutorial as an animated gif and as separate frames to demonstrate how to make smooth and realistic attacks. I really like the tassel movement and the fact that the whole body is moving according to the strike.
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Re: TSG, sprites reedition

Post by rhyging5 »

Hi!!!
I still have to depure some pixels of that frames......but I think I got a good method to simulate the unit's breathing, like Street Fighter style, which is talked on standing topic. This method and others like sleepwalker's bobbing represents a very important improvement, in my opinion. So, definitely, standing animation is very very important.
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Zerovirus
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Re: TSG, sprites reedition

Post by Zerovirus »

His shoulders seem to inflate... Like a balloon would. Perhaps the breathing's a bit too exaggerated?

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Re: TSG, sprites reedition

Post by Gambit »

Zerovirus wrote:His shoulders seem to inflate... Like a balloon would. Perhaps the breathing's a bit too exaggerated?
I think it only looks that way because he has the static standing frame underneath the animation (or at least that's how it looks to me).

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Urs
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Re: TSG, sprites reedition

Post by Urs »

The blurring used on the glaive doesn't really work, IMO... it looks like a camera is focusing and unfocusing on it. Pixel art should remain sharp, especially since your style is very sharp and clear.

But excellent work on the standing animation! Maybe the movement is a little too exaggerated, but I'm not sure what the target is for that. :)

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Re: TSG, sprites reedition

Post by DerWer2 »

The feather doesn't move.

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Re: TSG, sprites reedition

Post by Cloud »

Urs wrote:The blurring used on the glaive doesn't really work, IMO... it looks like a camera is focusing and unfocusing on it. Pixel art should remain sharp, especially since your style is very sharp and clear.
Agreed, same thing for the shield too.
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Neoskel
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Re: TSG, sprites reedition

Post by Neoskel »

The blurring makes it look like he's doing EXTREME breathing. :P

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Re: TSG, sprites reedition

Post by thespaceinvader »

Execution issues aside, I'm happy to see this done - but far more useful would be completing the defence and leadership animations for this unit, and all the naimations for the next level.
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Re: TSG, sprites reedition

Post by Jetrel »

The blur on the standing animation is bad. It'll also break any of our color-keyed recoloring algorithms, like team coloration (but we may add more of them in the future).

Please remove it.

Other than that, the animation looks great (besides his feather being completely still).
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