OpenGameArt.org Sprite Builder -- Help us help Wesnoth! :)

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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by artisticdude »

Lendrick wrote:I'm pretty much going to need to have accessories made specifically for these sprites
Now that, I think I can help out with, should the base unit ever get made. :)

:?: Incidentally, would the base require animations in all six directions (which translates to four separate attack animations)? Defense animation in all six directions (which again translates to four separate animations)? Die animations (in all six directions/four animations)?

If so, that might be a problem, depending on what weapon the unit is holding. You wouldn't use the same motion to attack with an axe as you would when attacking with a spear or sling. :hmm:
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

It would be in as close to the current schema as possible - which means two directions of defence, running, dying, attacking with a striking weapon. Four directions for a thrusting weapon. New animations might have to be added for extra attacks.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Frogger5 »

Off topic: Congrats on you promotion TSI :D
My spritework can be seen here.

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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

...that was like 3 months ago, but thanks.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Frogger5 »

Are you serious? :augh: Wow. just goes to show how absent minded I am. :shock:

Back on topic now.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Jetrel »

As has been currently stated, we don't have any modular base sprites, because nearly every single sprite (or at least, "unit line"), we've intentionally done from scratch. Our workflow has not been to build a base animation, and then layer on costuming on top of that - we just animate the entire finished, costumed unit as it is. So - our existing resources won't provide this.

However, this could be very useful if someone actually made a set of "modular base sprites".

:hmm: The biggest reason this would be a boon to the wesnoth community, is that - especially as we move towards "full walking animations for everything", it becomes increasingly impossible for unskilled contributors to make anything animated. Especially if we got a few basic "equipment" templates, this would be very useful even for non-frankensteins, because someone could trace over them to get the basic running motion (including, say, running with a sword) down.

Note that running with a few majorly different props, such as a sword versus a spear, should probably have completely different run cycles. Obviously we'd only make one run cycle per final unit, but if a unit were holding a spear versus a sword, they would run in a very, very different fashion. Some key variants that come to mind are:
- the wide-spaced 2 hand grip "hustle" (on a long-handled hammer, axe, or some polearms). Imagine how a guy runs with a sledge, and you pretty much have it.

- the spear run, where the spear is held relatively level in one hand, pointing forward, whilst a character runs. This would include an optional shield in the offhand. This can be either held above the shoulder, or below, the key thing is that it be fairly stable and not swing more than ~30° away from horizontal.

- the sword-and shield run, where a character lets both arms swing much like they would in a normal, empty-handed run, both taking a big arc. (c.f. most scenes in movies with a short-sword and shield.)

- the tight-spaced 2-handed sword run, holding a fairly large sword like a claymore, [censored]-sword, or a katana. The sword is held in a very stable position off to one side to keep it from flopping around and cutting something friendly. (c.f. the scene in LotR2, where the elves charge the breach at helms deep to save aragorn). It comes off looking very controlled.


:hmm: Anyways, it's interesting considering the idea of having a sprite game heavily based on "component" sprites like you're suggesting, and reusing a core "sprite base" across everything. Final Fantasy tactics did this. it resulted in everything looking quite generic, but it did make their art a lot easier to make and fully animate than ours is. They were also able to let characters use a variety of different weapons, modularly drawn-over/under the character sprite.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by em3 »

Jetrel wrote:a claymore, [censored]-sword, or a katana
That one made my day. :D
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

Beginning work: a generic Dwarf with shield and shingle handed weapon se and ne views. I'm aiming to do the following variants and animations:

Variants:
Shield and single handed polearm
two-handed polearm
Shield and shingle-handed weapon

Animations (all with variants for ne and se, and each weapon):
Run
Attack
Defend
Die

For now - possibly adding other animations such as throwing, bow, thunderstick as the parts are created.

Hopefully this shouldn't take me huge amounts of time, once the base frames are sorted - much of each of the animations is likely to be conserved.

Crits appreciated before animation begins.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Mountain_King »

Is he...bald? He kind of looks that way.
I see the file is named dwarf-male. Does this mean we'll be seeing dwarf women soon? :D

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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Dixie »

Yes, he is bald and (almost) nude. this is because the whole point of the project is to have a bare baseframe to which you can add all kinds of accessories: weapons, clothes and armors, hairs, beards, etc. Re-read the first post in case of doubt :P

I think the sprite is nice. His back looks a bit weird, though, the "musculature" reads strangely, he almost looks scarred or burnt to some degree... :hmm:
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Fog »

I agree, and I doubt your run-of-the-mill dwarf would have such pronounced muscles. That issue is mainly on his back, which bring me to another confusing point, his arm. I think his left forearm should be shortened.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

The back needs work, yeah. And regarding musculature: he needs definition to show where everything is. It'll all be covered up by clothing for most uses fo the sprite anyway.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

Updated Dwarf male bases, and first pass at human male base s frame. Might go for a different stance, here.
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by Reepurr »

His skin looks funny. No offense intended here to people of any race, but he looks Chinese.

Also, most mainline human units have one arm outstretched. Maybe you should do that?
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Re: OpenGameArt.org Sprite Builder -- Help us help Wesnoth!

Post by thespaceinvader »

...you what? Most mainline humans have an arm outstretched?

And yeah, the skin tones are lifted straight from mainline. I may fiddle with them, I may not, he is a little brown. But conversely, why shouldn't he be?
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