Merman Hunter, extending the javelin throw routine

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thespaceinvader
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Looks good. But there would need to be a pulling-out anim too. How does this one look in reverse? Maybe without the highest stretching up frame.
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Trilby
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

thespaceinvader wrote:Looks good. But there would need to be a pulling-out anim too. How does this one look in reverse? Maybe without the highest stretching up frame.
Okay, after a second look, it could look passable if I re-do the low squashy frame. Something in that jumble confuses the reverse motion. Here's the GIF with the layer stack in reverse, same timing on the frames. I think keeping the highest frame in works here.

The more I worked on an alternative the closer it came to resembling this.
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HunterJavelin_equip_reverse_01.gif
HunterJavelin_equip_reverse_01.gif (6.66 KiB) Viewed 4574 times
Last edited by Trilby on August 10th, 2010, 9:28 pm, edited 1 time in total.
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Looks fine, though I think it needs one more tweening frame between the grabbing and the highest point of the lift.
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

Next update. Here are the complete sheathe/unsheathe animations together in GIF form --minus shadows.
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hunter_javelin-prep_01.gif
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Looks good. Put it all together, send the pngs, with shadows, and we'll get it tested and in. Up for trying melee animations?
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Trilby
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

I'm quite familiar with the Merman Hunter by now, sure I'll work on the other animations for him to.

I've done the shadows for the throw anim, providing you care for his proximity to the melee spear. Here's a GIF before I post up the the PNG files. Also, I've tacked together a ranged defence anim for the combat round. It depends how you feel about place-holder/resourcefulness. :wink:

Of course any enforced sliding of the sprite during the combat will need to be turned off for this guy --because of the spear.

I'll try to get the shadows for the sheathe/unsheathe done shortly, probably not today though. I'm sure you have an idea of the kind of pace I work at.
Attachments
HunterJavelin_throw_01.gif
HunterJavelin_throw_01.gif (9.57 KiB) Viewed 4296 times
hunter_javelin-defence_01.gif
hunter_javelin-defence_01.gif (4.56 KiB) Viewed 4296 times
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thespaceinvader
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Ranged anims have no enforced slide by default, don't worry. I think, however, that the defence is just too big. Tone down the second frame a touch, and it should be fine. I also think that the arm in that frame is just a bit too tube-like maybe. It could do with some definition.

This is looking very good however, nice work =)
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

I've not got round to looking at the defence anim proper, but here's the rest for the SE/SW throw. Everything made so far is in the GIF, excepting some minor tweaking.

The zip file contains the completed sheathe/unsheathe, attack anims and a reference sheet to help with the config file. I've not touched WML yet, so I'll leave it to those (better) skilled to update it for testing. Hopefully I've used the appropriate naming convention for the pngs. For testing, you'll have to pick the two best frames for a defence anim for now, like in the above post.

Like artisticdude, I've also included an updated base frame for the hunter, I think the colour of it must have been a straight black before. Hopefully TC is good, I believe I only ever colour selected from the original sprite.
Reference
Updated: hunter.png (loops into unsheathe anim)

unsheathe anim:

* hunter-javelin-1.png ; 100ms
* hunter-javelin-2.png ; 300ms
* hunter-javelin-3.png ; 140ms
* hunter-javelin-4.png ; 100ms

loops into = hunter-javelin-base.png (new throw attack base frame)

throw anim:

*hunter-throw-1.png ; 100ms
*hunter-throw-2.png ; 100ms
*hunter-throw-3.png ; 120ms
*hunter-throw-4.png ; 220ms
*hunter-throw-5.png ; 120ms
*hunter-throw-6.png ; 100ms
*hunter-throw-7.png ; 100ms
*hunter-throw-8.png ; 100ms

loops into = hunter-javelin-base.png (new throw attack base frame)

sheathe anim:

*hunter-javelin-4.png ; 100ms
*hunter-javelin-5.png ; 300ms
*hunter-javelin-6.png ; 140ms
*hunter-javelin-7.png ; 100ms
*hunter-javelin-1.png ; 100ms

loops into = hunter.png
Attachments
hunter throw anims.zip
(53.16 KiB) Downloaded 239 times
hunter_javelin_all_01.gif
hunter_javelin_all_01.gif (20.47 KiB) Viewed 4144 times
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thespaceinvader
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Could you do a defence anim with the spear in the ground, too? Only 2 frames.
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

Working on it... should be be up fairly soon.
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Cool. I've tested that and it all works just fine. Nice job. I'd prefer to commit the defence anim at the same time though, so I'll wait til you've done it before I do. Also, check your PMs for me =)
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Trilby
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

Here it is. For long enough this guy looked to be hitting himself in the face. That's what you wanted right? :P

Okay, first frame is reused; hunter-throw-1.png followed by the new frame; hunter-ranged-defense-1.png
Attachments
hunter-ranged-defense-1.png
hunter-ranged-defense-1.png (2.64 KiB) Viewed 4071 times
hunter_javelin-defence_01.gif
hunter_javelin-defence_01.gif (4.99 KiB) Viewed 4071 times
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

I know the temptation exists to reuse frames, but I examined that possibility, and I don't think it's really viable. Plus, the second frame is really quite hard to read.

I'd be inclined to drop the tail, too, rather than raising it. I might just pick this animation up myself at some point tomorrow if you've not done it my then.
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Re: Merman Hunter, extending the javelin throw routine

Post by Trilby »

That's fair I can see what needs to be done now, or at least what I would do. Bring his right arm in similar to his left, and swap out the curious roll in the tail.

If you think you can tackle it straight forwardly, please be my guest. I don't think I'm going to get back to this before the weekend. :)
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Re: Merman Hunter, extending the javelin throw routine

Post by thespaceinvader »

Yeah, this is the sort of thing. In fact, I'm going to commit with these. Thanks.

How do you feel about trying some melee animations? You should be able to take useful cues from artisticdude's work on the Merman Warrior.

EDIT: that's committed. Thanks Trilby.
Attachments
hunter-javelin-defend-2.png
hunter-javelin-defend-2.png (2.88 KiB) Viewed 4058 times
hunter-javelin-defend-1.png
hunter-javelin-defend-1.png (3.46 KiB) Viewed 4058 times
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