Spinning projectiles
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Units are not seen from the top. Please think about what you are saying.DM wrote:...it would look better if the perspective of the axe was from the top like it is for the units.
(Emphasis mine)
Yes, axes are thrown end-over-end. (Or at least, I've never heard of one being thrown any other way.) Considering this, the current side view of the axe projectile actually makes perfect sense for NE, SE, NW, NE directions. For directions N and S a different perspective would make sense, realistically speaking. However, is it a good idea to have markedly different projectile images for the same attack? I don't think so, but I don't know.
-
- Posts: 1012
- Joined: February 11th, 2006, 1:04 am
- Location: Somewhere
just so it would look half-decent in the gif without the unit I had posted the whole circle.Simons Mith wrote:. . . 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.
I was thinking of only using perhaps the first three frames till the 90 degrees-from-posted-frame so that the blade is still facing the target, posibly if too much distance it could be duplicated-rotated a few more times OR as suggested spin it once

