Ruffian Animations.
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Re: Ruffian Animations.
That's a great, dynamic attack, I think. I would suggest going ahead and fully spriting it.
- thespaceinvader
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Re: Ruffian Animations.
Definitely getting there - but don't worry too much about fluidity with these - putting in too much tweening during the swing will make it slow. The fluidity of the swing comes from the motion blur.
So I'd say go ahead and shade that, but make sure the motion blur works as seen one the tutorial page about them - it's something we can work on during the shading process =)
Thanks for your perseverance.
So I'd say go ahead and shade that, but make sure the motion blur works as seen one the tutorial page about them - it's something we can work on during the shading process =)
Thanks for your perseverance.
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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: Ruffian Animations.
I'm not a critic or an artist, so feel free to ignore me
Shouldn't he be lifting his foot when he moves it?
Like I said ignore me if you want
Shouldn't he be lifting his foot when he moves it?
Like I said ignore me if you want
Re: Ruffian Animations.
If he's lunging he wouldn't lift his foot that high, he would lift it mabe 4cm of the ground then move forward as fast
as possible to take advantage of his opponent.
EDIT: Fully shaded but without the shadow or motion blur.
as possible to take advantage of his opponent.
EDIT: Fully shaded but without the shadow or motion blur.
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- thespaceinvader
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Re: Ruffian Animations.
I'd say reverse the opening of the mouth - have him look as if he's shouting when he strikes, not when he draws back. And probably make the teeth smaller, if not lose them all together, they stick out a bit as is. But otherwise, this looks pretty solid. I'll download it and pick it apart to work out where the blur should go in a bit - you should have something on that score later today =)
Nice work.
Nice work.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- thespaceinvader
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Re: Ruffian Animations.
Something a little like this, though with a little more refinement on the backswing and recovery frames - the general motion of the strike is right. I removed frame 6 entirely, and you can see it has more snap, i think?
Original included for comparison.
EDIT: you could maybe lose the frame where he has the club entirely behind his head, too.
Original included for comparison.
EDIT: you could maybe lose the frame where he has the club entirely behind his head, too.
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- Ruffian Attack Anim.gif (8.01 KiB) Viewed 3102 times
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- Ruffian Attack Anim2.gif (7.63 KiB) Viewed 3102 times
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Ruffian Animations.
I think the trail seems too clear as to stick
- thespaceinvader
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Re: Ruffian Animations.
...huh?
Try again in french, I might understand better =)
The trail would probably be slightly transparent, bear in mind, like the shadows.
Try again in french, I might understand better =)
The trail would probably be slightly transparent, bear in mind, like the shadows.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Ruffian Animations.
Moved the shout to just as he hits and put in a shadow.
Are there any glaring errors?
Are there any glaring errors?
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- Ruffian Attack Anim.gif (7.9 KiB) Viewed 2957 times
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- artisticdude
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Re: Ruffian Animations.
After the base frame, the club's shadow seems to become rather thin. Other than that, this looks great.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: Ruffian Animations.
That's supposed to be the bottom of the club, is it still to small?
EDIT: Blocking of the death anim. Am I allowed to put blood in?
EDIT: Blocking of the death anim. Am I allowed to put blood in?
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- thespaceinvader
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Re: Ruffian Animations.
No, mainly because he's quite liable to die by a weapon that doesn't cause bleeding
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- artisticdude
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Re: Ruffian Animations.
Well, it might be possible to use a filter -to have the blood show only when he dies after being hit with an attack that would cause him to bleed-, but that would be messed up if you used a special attack not included in mainline. Plus, and I believe this has been said somewhere else as well, it's gonna be rather gory if you see blood at the Wesnoth sprite scale.
As for the animation, I really love the idea. The one thing that throws me is his feet seem to be stuck to the ground. Perhaps he could raise them into the air a bit when he falls over?
As for the animation, I really love the idea. The one thing that throws me is his feet seem to be stuck to the ground. Perhaps he could raise them into the air a bit when he falls over?
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- Redeth
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Re: Ruffian Animations.
His knees should touch the ground below the line of his feet, considering perspective.
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