Catgirls

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laerne
Posts: 47
Joined: January 2nd, 2014, 11:49 pm

Re: Catgirls

Post by laerne »

Hello. Yet a new animation. This time of dying.
chakram-thrower-se-die-blue+indianyellow.gif
chakram-thrower-se-die-blue+indianyellow.gif (5.97 KiB) Viewed 3843 times
@IPS: Mmh. That is interesting. I made my previous sprite of urumi warrior with heavy or medium armor, because the chakram warrior was already unarmored. But maybe I should draw it even more lightly armored ?

The seer idea is interesting. But she also needs a way to fight and gain x.p, that's why I was thinking of some high evade. Or maybe it siphons some xp from the combatants she boosts ?
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IPS
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Re: Catgirls

Post by IPS »

laerne wrote: February 10th, 2025, 1:29 pm Hello. Yet a new animation. This time of dying.
chakram-thrower-se-die-blue+indianyellow.gif
@IPS: Mmh. That is interesting. I made my previous sprite of urumi warrior with heavy or medium armor, because the chakram warrior was already unarmored. But maybe I should draw it even more lightly armored ?

The seer idea is interesting. But she also needs a way to fight and gain x.p, that's why I was thinking of some high evade. Or maybe it siphons some xp from the combatants she boosts ?
You can still keep your original work at urumi fighter in a path B advancement that is more armored as the art been done already. Looks quite a nice concept that novice choices if going a more agile variant or a more heavy armored style.


Btw, about seer, I posted a concept of her having a reasonably high HP and 20% magical resistances, she would serve as a sponge of damage, while no physical resist and 20% on all magic resist if high HP at 60% defense is really hard to take down. My proposed concept is more likely an high HP off-tank ranged mage seer, still could also propose some stats for a more evasive version. It all depends if you want to keep an adamant wise profile on her or instead a more cunning pseudo-swift-foot profile on her. Note that surviving rounds is also a good source of XP too, reason why often melee fighters require more XP than archers to be promoted.


Adamant Wise lv1 / lv2 / lv3 version would be like this:

Lv1 38-40 HP , 4-2 or 5-2 impact melee, ranged magical damage of 14-16, 5 movement, around 44 XP to lv2
Normal foot, but 20% res on all magical damage types, probably featuring some moderate regen?

Lv2 54-58 HP , 7-2 impact melee, ranged magical damage of 24-28 , 5 movement
Normal foot, 20% on all magical damage types, possibly featuring some sort of regen

Lv3 HP 68-70 , 9-2 impact melee, ranged damage of 33-40 , 5 movement
Normal foot, 20% on all magical damage types, possibly featuring regenerates or something

This version as said, is off-tank ranged mage, featuring toughness the most. At the moment not talking about unit costs because it would depend in how much regenerates per turn.



Meanwhile , the psudo-elusive foot , would be drastically different.

Lv1 HP of 26-32 , movement of 6 or 7 , at least the same or more ranged dmg than the other version
Swifter foot? but we would need to talk more in detail about that.
Probably weaker melee at lv2 and lv3 than the more adamant version, but more ranged dmg.

And and everything would be related in how nimble you want this version be, like 50% on flat and greater defenses at many places (like chackram throwers? or more like outlaw switf-foot?) also, how much physical weakness (if any) or terrain defenses would be talking about this version?

Realize that both concepts are still viable, but I would clearly need more details to can propose something accurate with your specifications for this version.

Do note that agility if well done can be split into something different than speed (like having better terrain defenses and only 1 more movement) can be almost as agile as a footpat, but still slower than a clumsy loy calvaryman that can't even get a single 50% but being the fastest.


Also a 3rd possible option is to merge the two options and obtain something that averages both previous mentioned versions? it all depends in what is the idea you got for seer, I'm just proposing more options.
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laerne
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Joined: January 2nd, 2014, 11:49 pm

Re: Catgirls

Post by laerne »

Thanks for the ideas ! Feel free to make some WML with the mod on github if that ever fancies you. For me, I'll remain focus on the sprite as this is clearly the most time consuming.

Speaking of which, here is the chakram unit moving north.
chakram-thrower-n-run-red+indianyellow.gif
chakram-thrower-n-run-red+indianyellow.gif (4.79 KiB) Viewed 2923 times
And here is the unit dying tweaked.
chakram-thrower-se-die-red+indianyellow.gif
chakram-thrower-se-die-red+indianyellow.gif (6.3 KiB) Viewed 2923 times
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IPS
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Re: Catgirls

Post by IPS »

Talking shorlty about urumi fighters, at lv1 they should have no special features (like parry melee or bonus defense/movement costs at bad terrains) , but that is acquired at a specific advancement in case you keep line A-B for lv2/lv3's . One version would be heavier armored and more likely to be frontline (more similar role to loy swordsman or something similar idk) , meanwhile the other is slightly more similar to poacher-footpad hybird (not exactly but in certain way, as I've mentioned WITH parry melee -which is bonus defense ONLY vs melee-)

Not sure if you would keep the slowing feature also for heavier variant too, but in case you do then it would need stats adjustment or just higher XP to lv3 because optional slows on melee is a very strong add to an unit.


Also keep in mind having a lot of bad terrains being fixed by 10% more defense is not as strong as having 10% more defense on hills/forest for example, but also a fun concept cause you make the unit work "as normal" on more bad terrains.
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laerne
Posts: 47
Joined: January 2nd, 2014, 11:49 pm

Re: Catgirls

Post by laerne »

It's been a long time... I needed time doing something else to re-stimulate later.

But here are two more animations !
chakram-thrower-s-run-red+indianyellow.gif
chakram-thrower-s-run-red+indianyellow.gif (5.82 KiB) Viewed 1666 times
chakram-thrower-ne-attack-blue+indianyellow.gif
chakram-thrower-ne-attack-blue+indianyellow.gif (7.42 KiB) Viewed 1666 times
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DuncanDill
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Re: Catgirls

Post by DuncanDill »

laerne wrote: April 20th, 2025, 12:38 am It's been a long time... I needed time doing something else to re-stimulate later.

But here are two more animations !
chakram-thrower-s-run-red+indianyellow.gif
chakram-thrower-ne-attack-blue+indianyellow.gif
Im just wondering, are you using magenta to colour these?
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laerne
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Joined: January 2nd, 2014, 11:49 pm

Re: Catgirls

Post by laerne »

Magenta and Cyan. True colors below :
chakram-thrower.png
chakram-thrower.png (11.33 KiB) Viewed 1595 times
seer.png
seer.png (10.98 KiB) Viewed 1595 times
rope-bender.png
rope-bender.png (11.49 KiB) Viewed 1595 times
I defined the cyan colors with this WML:

Code: Select all

[color_range]
    id=indigo
    rgb=60219C,FFFFFF,080808,60219C
    name= _ "Indigo"
[/color_range]

[color_range]
    id=skyblue
    rgb="18B8DF,FFFFFF,000510,18B8DF"
    name= _ "Sky Blue"
[/color_range]

[color_range]
    id=sunyellow
    rgb=FFDC2D,FFF7DC,893C09,FFDC2D
    name= _ "Sun Yellow"
[/color_range]

[color_palette]
    # secondary value used to recolor Feu'ra's
    cyan=00FFFF,002424,003636,004545,005252,005E5E,006B6B,007979,008585,009292,00A1A1,00C0C0,00D2D2,00E2E2,00F0F0,30FFFF,60FFFF,91FFFF,C5FFFF
[/color_palette]
I did not have much success to convert the cyan to a target color in WML. It can work, I've managed to recolor the initial sprite, but to apply the cyan->some_color whenever was a hassle. I've delayed working on WML for a later time. And if it really doesn't work the script I made to recolor cyan to yellow/sky blue/indigo could be use to replace the cyan with whatever palette.
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Refumee
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Joined: February 12th, 2023, 10:17 am
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Re: Catgirls

Post by Refumee »

I'll suggest looking at this piece of code starting in line 3210:
https://github.com/wesnoth/wesnoth/blob ... o-test.cfg

I think it got what you want.

I dont know yet, what exactly you want to achieve, but that should help you starting with it.
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