New animations
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Orcish Slurbow Attack Animation!
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slurbow.zip
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- slurbow-attack.gif (6.57 KiB) Viewed 4813 times
The slurbow looks really great. It could be the S and SW attack. I have a hard time seeing it as the SE attack, though. Since the SW attack is the flip view of the SE attack... what if you flipped it? Then again, I could be wrong.
Hope springs eternal.
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OK... added one more frame and decided to see what it would look like in game (sped up the animation so that I closer matched game speed).
I'm attaching the individual frames because:
a) I think this is about the best I can do without starting over from scratch
b) I'm sick of working on it
and c) because I think it came out pretty good
If someone else feels that more changes are needed and would like to work on it, you're more than welcome. For me, 12 frames is enough and I'm happy with it so I'm going to move on to the N and S animations.
slight
I'm attaching the individual frames because:
a) I think this is about the best I can do without starting over from scratch
b) I'm sick of working on it
and c) because I think it came out pretty good
If someone else feels that more changes are needed and would like to work on it, you're more than welcome. For me, 12 frames is enough and I'm happy with it so I'm going to move on to the N and S animations.

slight
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- white-mage-attack-melee-test3.gif (118.7 KiB) Viewed 4805 times
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white-mage-attack-melee.tar
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I once beat Drizzt Do'Urden at thumb wrestling.
- Redeth
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entropomorphic wrote:He needs to move his feet while falling over. Right now he looks like one of those wooden thumb toys where you push in the plunger and the guy collapses, only to spring back up again when you release it.
huh... omg, he actually does

Maybe, but then it would look too much like a copy of Ranger's animation of the orc archer death (which is better than mine and served me as inspiration). I don't know, I might fix it, I might notentropomorphic wrote:Maybe he should collapse straight down onto his knees before falling over?

- Rojo Capo Rey de Copas -
I'm currently working on the duelist animations. After those are somewhat done, I'll do the master-at-arms. After that, I'll probably tweak fencer as well. Since I don't have anything with which to easily do animated .gif's, you can check the frames here. There's also an updated .cfg (for 1.1) for the duelist there which you can use to check these in-game. IMHO, they look reasonably good, although they're a lot simpler than some of the ones posted on this thread so far.
EDIT: I'm still missing north / south melee animations, as well as the northeast / northwest ranged animations, plus defend animation. I'd like some comments on these, so if possible, please try them (preferably in-game). The north ranged animation is exceptionally long, but I think longer ranged animations for units that only have one ranged swing are very appropriate.
EDIT: I'll probably not do the Master at Arms animations after all. Probably won't redo the Duelist animations either to fit in with the official facing policy, since it would basically require redoing most of the frames.
EDIT: I'm still missing north / south melee animations, as well as the northeast / northwest ranged animations, plus defend animation. I'd like some comments on these, so if possible, please try them (preferably in-game). The north ranged animation is exceptionally long, but I think longer ranged animations for units that only have one ranged swing are very appropriate.
EDIT: I'll probably not do the Master at Arms animations after all. Probably won't redo the Duelist animations either to fit in with the official facing policy, since it would basically require redoing most of the frames.
Last edited by zookeeper on January 29th, 2006, 7:55 pm, edited 1 time in total.
I have now completed all duelist attack animations except north and south melee. Please try them in-game or make animations out of them (some frames are used in several animations, so read the .cfg) and comment. Especially north and northeast / northwest ranged animations are extra long, but as I said, I think it's appropriate for a unit with just one ranged swing.
Find them here. There's also a .tgz with all the frames and the unit .cfg.
Find them here. There's also a .tgz with all the frames and the unit .cfg.
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I don't see anything in the frames that looks off. My guess is that it's just a conversion problem for the animation. GIFs are indexed (256 colors) and they can do funky things with pixels that have transparency (as GIFs can't handle transparency).Destructicus wrote:It looks like there are 1 or 2 pixels out of place on the back of the white mage's head as it steps forward to attack.
slight
I once beat Drizzt Do'Urden at thumb wrestling.
White mage attack is looking really good now!Zebulon wrote:Orcish Slurbow Attack Animation!
Orcish Slurbow: I believe the follow-through frame (where the blade is pointing up and away) should have a smaller swoosh and should advance to the next frame more quickly. (I'm not sure exactly what is wrong with the second swoosh, but my guess is it needs to be smaller.)
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
With much pain and misery I managed to turn my duelist animations into animated .gif's. So perhaps at last I get some comments...
Melee, northeast:
Melee, southeast:
Ranged, north:
Ranged, northeast:
Ranged, south:
Ranged, southeast:
In the actual frames transparencies are obviously ok, and even the northeast ranged animation looks ok in-game, although I might end up removing the spinning around eventually.
Melee, northeast:

Melee, southeast:

Ranged, north:

Ranged, northeast:

Ranged, south:

Ranged, southeast:

In the actual frames transparencies are obviously ok, and even the northeast ranged animation looks ok in-game, although I might end up removing the spinning around eventually.