TSG, sprites reedition
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Re: TSG, sprites reedition
I'm wondering if you're not some kind of alternate personality of jetryl.
More seriously, this version of the attack works much better with that weapon. Can't wait for your next update!
More seriously, this version of the attack works much better with that weapon. Can't wait for your next update!
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- thespaceinvader
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Re: TSG, sprites reedition
Precisely that sort of thing - but the step should be bigger - remember that the unit will move into the hex it's attacking.rhyging5 wrote:yeaah, totaly agree... Then, shoud be more this kind of attack, isn't it?
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Re: TSG, sprites reedition
south atack "finished". Need replies!
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- southatack.gif (14.46 KiB) Viewed 4150 times
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Re: TSG, sprites reedition
I think I've lurked enough months around here to have some idea of what the critique would be:
- Overall, looks wonderful.
- The movements are nicely exaggerated to convey a feeling of force, but the swoosh doesn't agree. Make it bigger (thicker... the width of the swoosh should be about as much as the height of the head of the weapon), and let it bleed through a few extra frames, "decaying" along the line of movement.
- Aside from that, perfect.
- Overall, looks wonderful.
- The movements are nicely exaggerated to convey a feeling of force, but the swoosh doesn't agree. Make it bigger (thicker... the width of the swoosh should be about as much as the height of the head of the weapon), and let it bleed through a few extra frames, "decaying" along the line of movement.
- Aside from that, perfect.
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Re: TSG, sprites reedition
Whilst I like the effect you've used for the motion blur, it doesn't fit with the norm on Wesnoth. I'd also thicken it a little more.
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Re: TSG, sprites reedition
Yeah, the motion blur would be better if it conformed to the wesnoth standard, and you don't really need the little motion blur copies of the weapon that you're doing to do that - but otherwise, this looks excellent. A two-frame defence animation, and I think that we're there with this guy.How_to_create_motion_blurs
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: TSG, sprites reedition
Brilliant, but every time I see your infantry commanders I can't help but have a little nagging feeling that they don't quite match Wesnoth's main style. Not sure why, but I think it may be the armour color/style.
However, if it's fine with the art developers then I can't complain.
However, if it's fine with the art developers then I can't complain.
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Re: TSG, sprites reedition
They don't - not quite. But it's close enough, and good enough, that we're really not complaining.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: TSG, sprites reedition
NO. Keep the motion blur as it is!thespaceinvader wrote:Yeah, the motion blur would be better if it conformed to the wesnoth standard, and you don't really need the little motion blur copies of the weapon that you're doing to do that - but otherwise, this looks excellent. A two-frame defence animation, and I think that we're there with this guy.How_to_create_motion_blurs
There are certain points after which "standardization for its own sake" is just shooting ourselves in the foot. Seriously, this looks better than our current standard for motion blurs precisely because of those little tricks he's using. Don't remove them.
If anything, they're something to learn from and occasionally put to use on our other sprites.
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Re: TSG, sprites reedition
Do you mean the copy-blur only, or the full effect? I do really like the trick rhyging is using, but the light trail that follows the weapon as it swipes *does* look too weak to my eye, and I think that it would make sense to conform that part of the blur to established standards.Jetrel wrote:NO. Keep the motion blur as it is!thespaceinvader wrote:Yeah, the motion blur would be better if it conformed to the wesnoth standard, and you don't really need the little motion blur copies of the weapon that you're doing to do that - but otherwise, this looks excellent. A two-frame defence animation, and I think that we're there with this guy.How_to_create_motion_blurs
There are certain points after which "standardization for its own sake" is just shooting ourselves in the foot. Seriously, this looks better than our current standard for motion blurs precisely because of those little tricks he's using. Don't remove them.
If anything, they're something to learn from and occasionally put to use on our other sprites.
Re: TSG, sprites reedition
That depends, for the majority of map terrains, there will be more of a contrast picked out between the motion blur and it's surroundings, even taking into account the alpha channel. I think it only looks weaker because of the background colour in the GIF.
Re: TSG, sprites reedition
We have a winner. I already considered what A-Red talked about before my last post, and I decided that it's not an issue. What Trilby just pointed out is exactly what I was thinking.Trilby wrote:That depends, for the majority of map terrains, there will be more of a contrast picked out between the motion blur and it's surroundings, even taking into account the alpha channel. I think it only looks weaker because of the background colour in the GIF.
When I say "leave it exactly the way it is," I mean precisely that. Let's move on.
@rhyging5: If you could post the PNGs of the unit, that'd be great.
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Re: TSG, sprites reedition
After seeing it for the first time, I decided to download and open the .gif to see exactly what rhyging was doing that made it so good.
I've attached a couple of images that best display his overall weapon motion style, and a .zip file of all 10 of the frames in .png format.
(Although if you want them on a transparent background, Rhyging must provide them; you can only get the frames with a gray background from the .gif itself.)
I've attached a couple of images that best display his overall weapon motion style, and a .zip file of all 10 of the frames in .png format.
(Although if you want them on a transparent background, Rhyging must provide them; you can only get the frames with a gray background from the .gif itself.)
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- He uses a white blur when the weapon moves fast, but a [color of the weapon] blur otherwise.
- Frame 6.png (2.63 KiB) Viewed 3709 times
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- [color of the weapon] blur when moving the weapon, and then white when it swings.
- Frame 9.png (2.44 KiB) Viewed 3709 times
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- South Guard Unit Frames (Background).zip
- Transparent versions would be nice, but you can extract these versions from the .gif itself.
- (23.76 KiB) Downloaded 298 times
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Re: TSG, sprites reedition
I put the same animation on differents backgraunds of the game, and the png's.
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- BACKGROUND4.gif (40.71 KiB) Viewed 3673 times
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- BACKGROUND3.gif (38.76 KiB) Viewed 3673 times
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- BACKGROUND2.gif (42.12 KiB) Viewed 3673 times
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- BACKGROUND1.gif (40.46 KiB) Viewed 3673 times
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- motionblur.zip
- (230.84 KiB) Downloaded 348 times