Spinning projectiles

Contribute art for mainline Wesnoth.

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traverser
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Post by traverser »

Krispos wrote:If you're going to make a brown part in there, don't make it look like a club :-P. If you made it follow the arc down on the swoosh and make it only a SMALL part of the swoosh, it would look great. Besides, the blade is the thing cutting the air, it's the major part of the swoosh, so a brown part would have to be small and get thinner down the arc.
I did that.
And was pretty sure we wouldn't use the frames past the first three, the others were purely for the forum :roll:
edits: minor spelling error corrections
Last edited by traverser on December 2nd, 2006, 5:19 pm, edited 1 time in total.
Boucman
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Post by Boucman »

moving this thread to the art forum, the people that usually include these stuff and give the most usefull criticism usually don't read the idea forum much
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traverser
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Post by traverser »

Thanks Boucman
After I get to my computer I will post the actual frames, possibly with minor fixups.
Open for further suggestion of projectiles.
Considerring knife.
Weighing the possibility of doing the same for bola.
Thanks for the support!
traverser
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Post by traverser »

It just dawned on me: I could make the swosh semi-transparent (is that the word :P)
Good or bad unnecesary?
Dave
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Post by Dave »

With Wesnoth using OpenGL, we could have missiles automatically rotated by the game, rather than having to provide animations with it animated in different directions.

David
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Eleazar
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Post by Eleazar »

traverser wrote:I could make the swosh semi-transparent...
Good.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
Greek Maniac
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Post by Greek Maniac »

I say the new hatchet projecttile is good enough for me :)
traverser
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Post by traverser »

Dave wrote:With Wesnoth using OpenGL, we could have missiles automatically rotated by the game, rather than having to provide animations with it animated in different directions.

David
Does that mean you only want one frame with the swoosh? Or the whole thing still??
[edit] adding new semi-transparent swoosh image on grass and grassless [edit]
Attachments
semi-transparent swoosh
semi-transparent swoosh
hatchet-semi-transparent.png (587 Bytes) Viewed 4199 times
on grass, duh
on grass, duh
hatchet-on-grass.png (5.29 KiB) Viewed 4198 times
Boucman
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Post by Boucman »

Dave wrote:With Wesnoth using OpenGL, we could have missiles automatically rotated by the game, rather than having to provide animations with it animated in different directions.

David
hmm, I'll add a rotation progressive param to the animation, and it will work :P
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traverser
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Post by traverser »

:idea: Please reply: I have thought for a while and have desided that it would probably be a good idea to animate the knife, using the spinning knife for blade damage knife projectiles, while using the current for pierce.
Good or Bad :?:
Boucman
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Post by Boucman »

my only worry is that when fighting, units are actually very close, and I'm not sure it would look good...

emphasis on "not sure" I'd really like to see it in game to have a real opinion
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Dragon Master
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Post by Dragon Master »

a little nitpick: Although it would be possible to throw and axe spinning sideways, it would look better if the perspective of the axe was from the top like it is for the units.
traverser
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Post by traverser »

I just used the north attack hatchet from 1.1.12 (and coincidentally all the other versions I played before :wink: ) If you want me to modify it somehow tell me and I'll try
Woodwizzle
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Post by Woodwizzle »

Dragon Master makes a very good point. Axes don't get thrown like this. They get thrown end over end.
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Simons Mith
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Post by Simons Mith »

. . . and most thrown weapons that rotate only make the minimum number of revolutions so that they reach the target business end first. So that may only be a 90 or 180 degree rotation, depending on the angle at which the weapon leaves the thrower's hand. I actually think traverser has timed that bit about right, given the short distance the missiles are in-air. But I think it would be a mistake if the animations were used in-game with multiple revolutions. 1+1/2 revs at most, I feel.
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