Joke death sequences

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Kestenvarn
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Post by Kestenvarn »

The original's concept is amusing. Can a unit have more than one death animation?
Blarumyrran
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Post by Blarumyrran »

Kestenvarn wrote:The original's concept is amusing. Can a unit have more than one death animation?
not just "can", the lvl 1 wose already has (for death due to diferent damage types iirc).
torangan
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Post by torangan »

Every animation can be filtered upon quite a few conditions and for each condition setting there can be multiple animations which are choose at random then. IIRC you can also give them a low probability allowing for non-standard animations to be shown only rarely...
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Boucman
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Post by Boucman »

Darker_Dreams wrote:[

thank you. I'll bear that in mind. I do have to say, however, that cramming one of these SOB's in a 72x72 px frame is a bear. Especially with the relative scale of death -> scythe.
death animations don't have to fit in 72x72

they can also use all 6 surrounding hexes

only the base animations (standing) have that size constraint
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Darker_Dreams
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Re: Joke death sequences

Post by Darker_Dreams »

attached is the .xcf for the lich-tentacle death. Too much above it in my que.


meanwhile- death for the MoL;

Code: Select all

    [death]
        [frame]
            begin=0
            end=100
            halo="halo/holy/light-beam-1.png"
            image="units/human-magi/white-cleric-magic-1.png"
        [/frame]
        [frame]
            begin=100
            end=200
            image="units/human-magi/white-cleric-magic-2.png"
            halo="halo/holy/light-beam-2.png"
        [/frame]
        [frame]
            begin=200
            end=300
            image="units/human-magi/white-cleric-magic-3.png"
            halo="halo/holy/light-beam-3.png"
        [/frame]
        [frame]
            begin=300
            end=400
            image="units/human-magi/white-cleric-magic-3.png"
            halo="halo/holy/light-beam-4.png"
        [/frame]
        [frame]
            begin=400
            end=500
            image="units/human-magi/white-cleric-magic-3.png"
            halo="halo/holy/light-beam-5.png"
        [/frame]
        [frame]
            begin=500
            end=600
            image="units/human-magi/white-cleric-magic-3.png"
            halo="halo/holy/light-beam-6.png"
        [/frame]
        [frame]
            begin=700
            end=800
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-7.png"
        [/frame]
        [frame]
            begin=800
            end=900
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-6.png"
        [/frame]
        [frame]
            begin=900
            end=1000
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-5.png"
        [/frame]
        [frame]
            begin=1000
            end=1100
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-4.png"
        [/frame]
        [frame]
            begin=1100
            end=1200
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-3.png"
        [/frame]
        [frame]
            begin=1200
            end=1300
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-2.png"
        [/frame]
        [frame]
            begin=1300
            end=1400
	      image="misc/blank-hex.png"
            halo="halo/holy/light-beam-1.png"
        [/frame]
    [/death]
There are some underlaying frames that I might make to replace the base frames in that with, eventually.
Attachments
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Jetrel
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Re:

Post by Jetrel »

Kestenvarn wrote:The original's concept is amusing. Can a unit have more than one death animation?
Yes. And it can also be filtered to happen at different frequencies - e.g. you can make one animation extremely rare. We actually use this for this exact purpose - the skeleton archer has two death animations. The first animation is the same as the skeleton; the crumble-down animation that plays in reverse when they're recruited. The second, though, is the old "oh noes my arm fell off... and now my other arm!!! And now ma leg!, etc, with the head falling down last" animation that it used to have for a long time. And that animation is set to be more rare than the other (IIRC. TBH, it actually might not be, but we are able to do so if we choose.)

"silly" death animations are welcome in wesnoth, under two conditions:
1] Do it in good taste, don't try to hard to be funny, or employ too much absurdist humor; for example. A piano/anvil falling out of the sky is too absurdist to go in; but basic slapstick is fine and dandy.

2] Have a normal animation in there which will play during all the other times (e.g. not the rare easter egg moments). This may mean you'll need to make a normal animation on the spot, and make it well.
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Re: Joke death sequences

Post by Weeksy »

Something small, like goblins, going flying into the background, getting smaller and dissapearing, when it gets hit by a yeti... would this be possible?
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Re: Joke death sequences

Post by flabort »

i don't know, but if someone made an easter bunny unit, it should turn into an egg by creating pieces of shell on the ground, which fly up tto suround the bunny, and then the egg becomes a weaker unit, which explodes at death revaling a yolk, which either fries, becoming a level 0 unit, or absords into the ground. (maybe i shold do that...)
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Darker_Dreams
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Re: Joke death sequences

Post by Darker_Dreams »

bah.
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Longbow
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Re: Joke death sequences

Post by Longbow »

Nice! Perhaps some smoke should rise up from the boots at the end though?
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zookeeper
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Re: Joke death sequences

Post by zookeeper »

Darker_Dreams wrote:Image
Either you messed up cropping that .gif or you never even looked at how it actually looks like in-game.
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Darker_Dreams
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Re: Joke death sequences

Post by Darker_Dreams »

Longbow wrote:Nice! Perhaps some smoke should rise up from the boots at the end though?
I thought pretty hard about that, but by the time I was there I was all for abstracting that into the cloud of smoke rising away... if I do another version (see below) I might see if there's a good way for me to add some smoke directly above the boots without it looking awful.

zookeeper wrote:
Darker_Dreams wrote:Image
Either you messed up cropping that .gif or you never even looked at how it actually looks like in-game.
I started out working with the fireburst and shifted to the fireball partway through, which screwed up the cropping. It was late by the time I realized what I'd screwed up, but I decided that I was OK with it because a) of the "format," b) for that format it looked fine (literally, it's like picking at a comic strip for stuff shifting out of frame.), and c) I was doing it because I was already frustrated from other projects stumbling into dead ends.

In fairness to your comment, I'd already thought about doing another version with the "right" cropping later, if I've got time/inclination.
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Darker_Dreams
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Re: Joke death sequences

Post by Darker_Dreams »

.
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Sangel
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Re: Joke death sequences

Post by Sangel »

Darker_Dreams wrote:.
Nice. You know, that wouldn't be a bad "joke death" sequence for deaths from attacks at range - enemy shoots bow, mage raises his staff to unleash one last fireball - and immolates himself.
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Darker_Dreams
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Re: Joke death sequences

Post by Darker_Dreams »

not so much a joke death as an avatar idea that got to about 10x allowable size before I was done with it.

edit- posted the wrong version.
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Last edited by Darker_Dreams on October 7th, 2008, 5:37 pm, edited 1 time in total.
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