Sleepwalker Animation Commissions WIP - Dwarves
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- thespaceinvader
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Re: Saurian Animation Commission WIP
NB: don't worry too much about numbers of frames. Each Drake currently has of the order of 30, and that's without any north frames at all...
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Re: Saurian Animation Commission WIP
Okay, I'd like to get at mass-committing these. If it's not an inconvenience to you, could you post consolidated zips containing everything from the units you have done thus far? (And that'd include WML, if you've got it.) They're currently spread across this thread, in what may be various states of WIP.
If it is an inconvenience, just tell me to do it and I will. I'm serious - I don't want to waste your time if you haven't got this packed up - I'd rather you spent that drawing.
If it is an inconvenience, just tell me to do it and I will. I'm serious - I don't want to waste your time if you haven't got this packed up - I'd rather you spent that drawing.
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- Sleepwalker
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Re: Saurian Animation Commission WIP
Yeah no problem. Some file names was a bit inconsistent so i renamed everything to go by unit-angle-anim as in ambusher-ne-attack1. Got no wml though.
341 frames, man where did they come from.
341 frames, man where did they come from.
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SaurianAnims.rar
- (1.43 MiB) Downloaded 408 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
- Nercy Masayon
Re: Saurian Animation Commission WIP
Consistency will be really helpful as I macroify these. I've gotten macros together for some half of it, now, and once the macros are done, I can basically one-line these animations due to their consistency in frame length and such.Sleepwalker wrote:Yeah no problem. Some file names was a bit inconsistent so i renamed everything to go by unit-angle-anim as in ambusher-ne-attack1. Got no wml though.
I mean, it'd be really nice to be able to do this without macros. To be able to just say "I have 12 frames here, and they're all named {filename}-1..12.png, and all are 50ms long.
Sleepwalker wrote:341 frames, man where did they come from.


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- thespaceinvader
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Re: Saurian Animation Commission WIP
Yah, take it from the guy who eventually coded all the new drakes. Once you know what you're doing, making each anim the same length makes life SO, SO much easier. I could probably have boiled the majority of the drakes' anims down to a single macro call, if I felt so inclined. I decided to leave it at 4 to 6 unique macros, though...
That is one hint I should have thought about mentioning at the start of the process, actually. But you figured it out, so it's all good...
That is one hint I should have thought about mentioning at the start of the process, actually. But you figured it out, so it's all good...
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Saurian Animation Commission WIP
The augur and soothsayer have been committed.
The pack of images you sent, for all units, seem to be missing their NE defense animations. We need to fix that. It's up to you whether you do it or I. I've wired the current WML to expect their presence, so it's showing missing frames for those animations.
TSI will note that I've put all of their images in unit-specific subdirs inside ~/saurians/. Since we're not getting spritesheets or opengl support anytime soon, this is fair game for other races now. Yes, I remember the discussion we had about the drakes, and this sort of changes my ruling on that.
Sort of in that - I still don't want us to have more than one toplevel images/units/race-subset/ folder for most races, like the humans had been split into. That was what was being suggested at the time.
The pack of images you sent, for all units, seem to be missing their NE defense animations. We need to fix that. It's up to you whether you do it or I. I've wired the current WML to expect their presence, so it's showing missing frames for those animations.
TSI will note that I've put all of their images in unit-specific subdirs inside ~/saurians/. Since we're not getting spritesheets or opengl support anytime soon, this is fair game for other races now. Yes, I remember the discussion we had about the drakes, and this sort of changes my ruling on that.

Such to the point that I'm going to pad the mismatching 8 and 9 frame NE/SE throwing animations to match each other.Yah, take it from the guy who eventually coded all the new drakes. Once you know what you're doing, making each anim the same length makes life SO, SO much easier. I could probably have boiled the majority of the drakes' anims down to a single macro call, if I felt so inclined. I decided to leave it at 4 to 6 unique macros, though...
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Re: Saurian Animation Commission WIP
For now, I think I'll leave it alone, for the simple reason that it's all working fine and if I change it, I know I'll break something. But when we come to do north anims and standing/death anims, I'll definitely split them up, I think - it all just gets a little unweildy if you want to actually find something...
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Saurian Animation Commission WIP

Also, unwieldy if you are, like me, using something like "a better finder rename" to batch-rename files to fit a certain scheme, or combining two sets of partly finished animations, like the we did in mating these new NE animations with the existing melee/magic animations to the SE for the augur line.I think - it all just gets a little unwieldy if you want to actually find something...
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- Sleepwalker
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Re: Saurian Animation Commission WIP
Jetrel wrote:Welcome to the club:

-------------------------
Jetrel wrote:Consistency will be really helpful as I macroify these. I've gotten macros together for some half of it, now, and once the macros are done, I can basically one-line these animations due to their consistency in frame length and such.
I mean, it'd be really nice to be able to do this without macros. To be able to just say "I have 12 frames here, and they're all named {filename}-1..12.png, and all are 50ms long.
thespaceinvader wrote:Yah, take it from the guy who eventually coded all the new drakes. Once you know what you're doing, making each anim the same length makes life SO, SO much easier. I could probably have boiled the majority of the drakes' anims down to a single macro call, if I felt so inclined. I decided to leave it at 4 to 6 unique macros, though...
That is one hint I should have thought about mentioning at the start of the process, actually. But you figured it out, so it's all good...
Jetrel wrote:The pack of images you sent, for all units, seem to be missing their NE defense animations. We need to fix that. It's up to you whether you do it or I. I've wired the current WML to expect their presence, so it's showing missing frames for those animations.
-----------------------Jetrel wrote:Such to the point that I'm going to pad the mismatching 8 and 9 frame NE/SE throwing animations to match each other.


Yeah I haven't gotten to making the defense frames just yet. This is what I got left:
-Finish Flanker melee anims
-All lvl2 and lvl3 death anims
-All Oracle anims
-All NE defense anims
Here's the Flanker S attack so that leaves N and NE. I'll do the skirmisher and augur defense after that so at least those units will have full sets of animation.
I'll continue to post the anims as I make them here even if you get the whole package afterward.
- Attachments
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FlankerAttackS.rar
- (38.87 KiB) Downloaded 394 times
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- flanker-s-attack.gif (5.72 KiB) Viewed 7326 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
- Nercy Masayon
- thespaceinvader
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Re: Saurian Animation Commission WIP
As long as each type of animation has a consistent number of frames and timings across the set of unit levels, it doesn't matter if they have different numbers per anim.
So you could have south anims with 10 frames and some short ones, and se anims with 8 frames all the same length, but as long the skirmisher, flanker and ambusher all have the same schema for each of those animations, we can make macros. It's when one se anim has 8 frames, one 9, one 10, that it becomes more difficult.
IYSWIM.
So you could have south anims with 10 frames and some short ones, and se anims with 8 frames all the same length, but as long the skirmisher, flanker and ambusher all have the same schema for each of those animations, we can make macros. It's when one se anim has 8 frames, one 9, one 10, that it becomes more difficult.
IYSWIM.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Saurian Animation Commission WIP
Actually, I'm probably going do what we do on frogatto, which is duplicate some appropriate frame in those rare instances when an animation needs an extra frame of padding somewhere to match the others.
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- Sleepwalker
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Re: Saurian Animation Commission WIP
Yup, crystal clear. Ne attack coming up...
Damn, that Frogatto game got some really top notch pixel art.
EDIT: And the last one.

EDIT: And the last one.
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FlankerAttackN.rar
- (51.88 KiB) Downloaded 383 times
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- flanker-attack-n.gif (7.05 KiB) Viewed 6982 times
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FlankerAttackNE.rar
- (48.03 KiB) Downloaded 391 times
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- flanker-ne-attack.gif (7.2 KiB) Viewed 7103 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
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- Sleepwalker
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Re: Saurian Animation Commission WIP
Alright some defend frames done. The skirmisher had only one frame for the old defend so I redid that one. SE augur defend is unchanged. So lvl1 units are finished!
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SkirmisherAugurDefend.rar
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- Lvl1Defend.gif (6.76 KiB) Viewed 6945 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
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Re: Saurian Animation Commission WIP
All this new stuff has been committed. I should be up to date with everything you've posted.
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- Sleepwalker
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Re: Saurian Animation Commission WIP
It's been a slow week but fret not, more stuff coming up!
All defense frames except for the oracle done. For the oracle I've made the frame to base all NE animations from. Posting it just in case you spot any design error. I don't think there is any but hey.
All defense frames except for the oracle done. For the oracle I've made the frame to base all NE animations from. Posting it just in case you spot any design error. I don't think there is any but hey.
- Attachments
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lvl2andFlankerDef.rar
- (48.5 KiB) Downloaded 383 times
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- oracles.png (6.67 KiB) Viewed 6640 times
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- Defend2.gif (19.47 KiB) Viewed 6640 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
- Nercy Masayon