New animations

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re:

Post by zookeeper »

Girgistian wrote:Right, I'll start working on the assassin and see if I can come up with anything. Would you happen to have somesort of a picture which the assassin's model is based on? Drawing from a clear character would be a lot easier than just copying the pixeled details.
No, the sprites in the game are all there is. I'd actually also disagree that it'd be easier to draw animation frames based on some other reference...you'd have to copy the pixeled details anyway to make your work look identical enough in style. Of course external references like that can be useful if you need to figure out how certain body movements would in reality look like, but you could still only use them as a rough guide and paint over them using the colour palettes and patterns from the existing images for that unit. For the assassin you got the existing animations, particularly the death animation, from which you can grab some details not visible in the base frame.
Girgistian wrote:And since shadows are supposed to be done with 60% opacity and blurred edges, they can be done with the brush tool, right?
The easiest method is probably just to paint a black hard-edged shadow with the pencil tool (on a separate layer), apply a bit of gaussian blur (1.5 I think) to it and then just set the opacity of that layer to 60%.
User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Post by Girgistian »

Alright, I think I have something to give now. The assassin got seven frames for it's melee attack, and I think I could create another sort of an attack for it or work on it's dodges or something. I'll just have to know if these are good enough first and what sort of an animation the unit would need the most at the moment.
Attachments
orcassassin.zip
(43.93 KiB) Downloaded 219 times
For the dark gods!
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: New animations

Post by Boucman »

non artist opinion : looks good

if you like spriting and animations, don't worry, we'll find you something to do ;)
Fight key loggers: write some perl using vim
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re:

Post by Jetrel »

Girgistian wrote:Alright, I think I have something to give now. The assassin got seven frames for it's melee attack, and I think I could create another sort of an attack for it or work on it's dodges or something. I'll just have to know if these are good enough first and what sort of an animation the unit would need the most at the moment.
:D Well, you've had a stunning improvement since the last animation you made, so ... bravo!

You did manage to keep the vast majority of it clean, as pixel art, though there were a few cases where the thing was slightly blurred (the dagger in frame 7, and occasional bits around his legs, such as in frame 4). This is generally good enough, though.

The key issue that needs to get fixed is the motion, there are a few problems there that we need to resolve. When he does that swing, he needs to rotate his whole torso - the lack of this makes frame 5 look a little awkward, since the arm has swung back, but it's fulcrum hasn't - in that frame, his torso should be facing completely to the right. I would also take the swoosh of his weapon, and move it downward and make it larger (in both frames 4 and 5), since this animation will be only for attacks to the S, SE, and SW - we have north-facing frames we'll be using for all the northerly animations, thanks to Redeth.

Related to this is that his other hand, the one holding the poison darts, needs to move more during the animation. He'd have to move it to keep his balance as he jumps - holding it close to his chest like that would be a little awkward.

:eng: So, take one more pass over it, and if it's not ready then, I can finish it from there.
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Assassin with momentum

Post by Girgistian »

Thanks for the feedback, I tried to make the torso turn a bit, even though it makes the head turn in a "funny" way since this is also supposed to be the south attack, and I wonder if the torso's movement is even that much necessary, since it's after all just a dagger he's swinging. So I thought a simple slice might do instead of a more cleaving strike. Of course it does look a bit more theatretical though.
But anyway, I think I did what I could for now without changing the whole set of frames. It got one extra frame, and I'm not really sure if 4 and 5 are good enough, but I'll let you decide. There were some difficulties with this, I admit.

Note for those who already downloaded this: the 6th frame has been fixed later on and the better version is here.
Attachments
assassinmelee1.zip
(65.75 KiB) Downloaded 177 times
For the dark gods!
User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Re: New animations

Post by Girgistian »

Also, will there be different animations for units when they're defending and when they're actually being hit?
For the dark gods!
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: New animations

Post by Jetrel »

Girgistian wrote:Also, will there be different animations for units when they're defending and when they're actually being hit?
There can be, but I have no plan to make unique frames for them, and I'd generally discourage others from doing the same - the engine feature could be used, and used well, to use existing frames instead - perhaps only showing the first of a two-frame defend animation when the unit actually gets hit.

Also, it could be used for 'impact splashes' (and in fact I plan to do so). These would be like what the wose has during the "smackdown" of it's death animation; right when it hits the ground. I think that a similar effect applied to most weapons when they hit - especially if they're impact weapons, but also probably for most other kinds of weapons, would have a good effect on things, and would be a good use of the attack/defend filtering code, without making more work for the artists. They'd be applied as overlaid animations, not as something burned into the actual unit images, so a tiny set of images would be useable across the entire game's worth of units.
Play Frogatto & Friends - a finished, open-source adventure game!
adromidon
Posts: 10
Joined: June 24th, 2007, 2:26 am

Re: New animations

Post by adromidon »

Wow love the game and would love to contribute to it but unless you need a stickfigure animation (best i can do) then I am of no help :(
User avatar
Girgistian
Art Contributor
Posts: 668
Joined: April 5th, 2008, 8:23 pm
Location: The lands of perkele

Re: New animations

Post by Girgistian »

might even work that way, if you can plan good animations. If you happen to come up with a good idea and make a stick-figure animation out of it, it could be used as a base for a real unit animation.
Last edited by Girgistian on April 21st, 2008, 12:25 pm, edited 1 time in total.
For the dark gods!
adromidon
Posts: 10
Joined: June 24th, 2007, 2:26 am

Re: New animations

Post by adromidon »

really damn I may have to try that sometime
User avatar
Redeth
Art Contributor
Posts: 338
Joined: January 21st, 2006, 5:08 pm
Location: Buenos Aires, Argentina

Re: New animations

Post by Redeth »

adromidon wrote:really damn I may have to try that sometime
"No. Try not. Do, or do not. There is no try."

:)
- Rojo Capo Rey de Copas -
Yoda Man
Posts: 8
Joined: August 10th, 2006, 4:59 am

Re: New animations

Post by Yoda Man »

Redeth wrote:
adromidon wrote:really damn I may have to try that sometime
"No. Try not. Do, or do not. There is no try."

:)
Wise, this one is, hmm?
Tapsa
Posts: 7
Joined: November 11th, 2007, 11:03 am

Re: New animations

Post by Tapsa »

I made a shadow death animation.
Attachments
shadow-anim.gif
shadow-anim.gif (11.82 KiB) Viewed 17243 times
shadow-death.zip
(30.43 KiB) Downloaded 125 times
404 Signature not found
Tapsa
Posts: 7
Joined: November 11th, 2007, 11:03 am

Re: New animations

Post by Tapsa »

Idling Dark Adept
Attachments
adept-idle.zip
(10.14 KiB) Downloaded 150 times
adept-idling.gif
adept-idling.gif (1.96 KiB) Viewed 17147 times
404 Signature not found
User avatar
pauxlo
Posts: 1047
Joined: September 19th, 2006, 8:54 pm

Re: New animations

Post by pauxlo »

Tapsa wrote:I made a shadow death animation.
Image
I think a ghost wouln't fall down ... only the blade, maybe, the shadow itself should only fade out.
Post Reply