dark-sorcerer death
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- Darker_Dreams
- Posts: 608
- Joined: February 1st, 2008, 5:26 pm
I had guessed it was something along those lines when I noticed that you couldn't actually tell a difference between the necromancer's shadow normally and when it turns black before it expands into a pit... thanks for the confirmation.megane wrote:.gif only stores 1 bit worth of transparency: a pixel is either completely opaque or completely transparent. Thus, when you convert from .png (with a full 2 byte alpha channel) to .gif, anything over %50 transparency is invisible, anything under is opaque. This is why, for example, the shadows you see in .gif animations often look so terrible.
We do, indeed, enjoy the General Intelligence Froking technology... in the near future we will have found the proper frequency to hypnotically neutralize all life on your planet capable of defending against invasion.krotop wrote:Other than that, you must be an alien performing enternaining arts to suck our brains, I can't help watching that hypnotic animation again and again !
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Thanks! I mean that. I was joking about the other...
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It's a neat idea, but you're cheating, and it looks cheap as heck because of it. The core part of the unit's death is the sorcerer's body falling; whether it does it via a jedi-style collapsing robe, or the body physically falling over, it needs to be done right. Drawing a magic hole and just sliding the unit down into it will not be accepted. It is of primary importance that the core part of this unit's death be drawn well - right now you're cheating to make it easier to do, but it's a very cheap and obvious way of cheating. Do it right, or it doesn't go in.
The idea of death appearing to strike down the sorcerer is interesting, but will need to be done correctly. To do so, you should have death appear separately, as a halo effect, and have him be very transparent. He should also have actual animation to him, or again, he will look cheap - I suggest him swinging his scythe down on his impending victim. And you'll need at least 4 frames for this, like any decent animation. The idea behind making it a halo animation is that 1] its frames can be slightly out of sync with the underlying unit's frames, which creates the illusion of a higher frame-rate than we actually have, and 2] it can be reused on multiple units.
Also, please don't create a separate topic for each death animation. Keep them all in a single topic. I've locked this thread, please continue any efforts on sorcerer death animations in this thread:
http://www.wesnoth.org/forum/viewtopic.php?t=20099[/quote]
The idea of death appearing to strike down the sorcerer is interesting, but will need to be done correctly. To do so, you should have death appear separately, as a halo effect, and have him be very transparent. He should also have actual animation to him, or again, he will look cheap - I suggest him swinging his scythe down on his impending victim. And you'll need at least 4 frames for this, like any decent animation. The idea behind making it a halo animation is that 1] its frames can be slightly out of sync with the underlying unit's frames, which creates the illusion of a higher frame-rate than we actually have, and 2] it can be reused on multiple units.
Also, please don't create a separate topic for each death animation. Keep them all in a single topic. I've locked this thread, please continue any efforts on sorcerer death animations in this thread:
http://www.wesnoth.org/forum/viewtopic.php?t=20099[/quote]