Joke death sequences
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- Kestenvarn
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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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- Darker_Dreams
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Re: Joke death sequences
attached is the .xcf for the lich-tentacle death. Too much above it in my que.
meanwhile- death for the MoL;
There are some underlaying frames that I might make to replace the base frames in that with, eventually.
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]
- Attachments
-
lich-die-tentacle.zip
- (21.17 KiB) Downloaded 273 times
Re:
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.)Kestenvarn wrote:The original's concept is amusing. Can a unit have more than one death animation?
"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
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
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
Nice! Perhaps some smoke should rise up from the boots at the end though?
Re: Joke death sequences
Either you messed up cropping that .gif or you never even looked at how it actually looks like in-game.Darker_Dreams wrote:
- Darker_Dreams
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Re: Joke death sequences
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.Longbow wrote:Nice! Perhaps some smoke should rise up from the boots at the end though?
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.zookeeper wrote:Either you messed up cropping that .gif or you never even looked at how it actually looks like in-game.Darker_Dreams wrote:
In fairness to your comment, I'd already thought about doing another version with the "right" cropping later, if I've got time/inclination.
- Darker_Dreams
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Re: Joke death sequences
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.Darker_Dreams wrote:.
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- Darker_Dreams
- Posts: 608
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Re: Joke death sequences
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.
edit- posted the wrong version.
- Attachments
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- necrospell.gif (85.61 KiB) Viewed 3504 times
Last edited by Darker_Dreams on October 7th, 2008, 5:37 pm, edited 1 time in total.