New saurian units
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New saurian units
This thread aims to discuss sprites and animations for new potential Saurian units including:
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Initially I'd like to discuss the sprites of the new augur final upgrades. I feel like it's the least controversial change that already proved quite useful for soon-to-be-official campaigns. The current sprites are not quite simple recolors, but they might need to be a bit more distinctive to match mainline quality. Perhaps a slight pose change or a subtle enlargement of the sprite (similar to Ambusher > Flanker) might do the trick.
- Lv3 upgrades of the augur tree.
- Alternative skirmisher upgrades.
- #6905: new skirmisher alternative upgrade branch. Mixed fighter with some defensive capabilities.
- #6911: level-3 upgrades of the augur tree.
- #6912: optional alternative skirmisher upgrade for campaigns and UMC. Focused on ranged attacks.
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Initially I'd like to discuss the sprites of the new augur final upgrades. I feel like it's the least controversial change that already proved quite useful for soon-to-be-official campaigns. The current sprites are not quite simple recolors, but they might need to be a bit more distinctive to match mainline quality. Perhaps a slight pose change or a subtle enlargement of the sprite (similar to Ambusher > Flanker) might do the trick.
- Attachments
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- seer.png (945 Bytes) Viewed 45144 times
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- seer-ne-bob1.png (915 Bytes) Viewed 45144 times
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- prophet-ne-bob1.png (1.01 KiB) Viewed 45144 times
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- prophet.png (1007 Bytes) Viewed 45144 times
Re: New saurian units
Judging the level 3 magic saurians by how differentiated they are by testing your add-on in the scenario editor:
- The prophet is good as is. The color and hat make it different enough, though maybe the staff could be a little gaudier.
- I'm less sure about the seer. This is an alternative proposal for the seer - I'm not completely convinced of it, but I think it would be more easily distinguished on the map.
- The prophet is good as is. The color and hat make it different enough, though maybe the staff could be a little gaudier.
- I'm less sure about the seer. This is an alternative proposal for the seer - I'm not completely convinced of it, but I think it would be more easily distinguished on the map.
- Attachments
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- saurian-demo.png (15.56 KiB) Viewed 44935 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
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Re: New saurian units
My 2 cents: if one had its tail curved downward, it would change the profile and make it appear more distinct.
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
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Re: New saurian units
I've used the Flanker's palette for the weapon: golden base, silver tip. Both staves that I've proposed were supposed to match Flanker's general style, since it's the only level-3 Saurian unit for now.
The gem on the forehead seems a bit too bright, I'd probably go with something halfway through between our proposed sprites in terms of the headgear. I do like the new pauldrons. I'll try to propose another version this week.
Re: New saurian units
Yeah, a slight change in pose would help. These saurians do move around a lot, so maybe differentiation can be found in the standing animations as well.
General style seemed OK, I just thought it could go further.Talentless wrote: ↑October 30th, 2022, 6:55 am I've used the Flanker's palette for the weapon: golden base, silver tip. Both staves that I've proposed were supposed to match Flanker's general style, since it's the only level-3 Saurian unit for now.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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Re: New saurian units
I've changed the tail to face downwards. I will also adjust the idle animations. Defend, magic and melee frames will also likely require some changes.
I've also made the gem and its golden trim a bit darker for consistency with the flanker headgear. Let me know what you think.
- Attachments
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- seer edit.gif (1.52 KiB) Viewed 44691 times
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- seer edit.png (2.65 KiB) Viewed 44693 times
Re: New saurian units
Looks reasonable to me, though it's hard to tell how significant the tail change will end up being, given the animations and north-facing frames. Looking forward to seeing what you do with those. Thanks.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
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Re: New saurian units
I'm attaching a complete set of SE animations for the new Seer sprite (seer-se.zip). I ended up scraping the inverted tail placement to speed up animating process and for consistency with NE pose. Please verify if anything needs adjustments.
Also, just to confirm, this is the sprite that I'm using as a basis for NE animations.
Also, just to confirm, this is the sprite that I'm using as a basis for NE animations.
Re: New saurian units
These SE frames are looking good; similar to the soothsayer but not too similar. Maybe a subtle magic halo could be added as a separate layer 
EDIT: For "magic halos", I'm thinking some sort of sparkling aura for the healer and staff-to-hand lightning for the offensive unit. These would not be part of the sprite image frame, they can be added later.

EDIT: For "magic halos", I'm thinking some sort of sparkling aura for the healer and staff-to-hand lightning for the offensive unit. These would not be part of the sprite image frame, they can be added later.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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Re: New saurian units
I just want to say I hope the Seer and Prophet sprites can be ready in time for 1.18. They really add a lot to both multiplayer and singleplayer, and feel like some of the only advancments still sorely absent from the game.
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Re: New saurian units
Took long enough, but I did finish these NE frames. See the pull request.
- Attachments
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- seer-ne-bob.gif (4.18 KiB) Viewed 30606 times
Re: New saurian units
Maybe I am late to the party.
I really like this sprite and the animation.
I got another idea for it.
Why not using it for SotA as unique saurian sprite for Vendraxis?
I really like this sprite and the animation.
I got another idea for it.
Why not using it for SotA as unique saurian sprite for Vendraxis?
Campaigns:Vendraxis Prophecy
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
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Re: New saurian units
You mean this new sprite? It's not up to me of course, but if anything I'd prefer to go ahead with the replacement and use the current seer sprite for the campaigns.
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Re: New saurian units
It's not up to me either, but I assume my vote counts for something. I would prefer using it as intended, and giving Vendraxis a level-3 advancement.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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Re: New saurian units
Don't know how I missed this before, but undead saurians lack a lot of the animations. I can't imagine how death could stop saurians from bobbing.
I did a basic standing animation for the Lv0 zombie saurian. To match the mounted zombie and cat, I made 7 frames with the second frame repeating at the end (i.e. [1~7,2] in WML). I tried to do some subtle robe animation as well, but it's difficult to make it smooth without it looking off or barely noticeable. Let me know if it needs any adjustments or if you have any comments regarding the robe movement, doofus-01.
EDIT: Max pointed out that the elbow on the left of the sprite seems to be disappearing in some of the frames, this is because the current base image that I used for animation has this large straight line as the arm outline. I added an outstretched elbow in some of the frames to make the forearm movement seem more natural. I could look into changing the base arm slightly on the frames where the forearm is not raised if you think it's necessary.
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If I'm understanding WML correctly, my only worry is that the frame length is hardcoded in the standing animation definition:
Seems like a large delay between each frame that doesn't really fit more dynamic movement like saurians' bobbing. For comparison, saurian idle macro (and the gif I attached) has a delay of 200ms between frames. Should I attempt to parametrize the UNIT_BODY_WALKING_CORPSE_GRAPHICS macro with customizable animation length, or do an override specific to the saurian variant?
EDIT: Also removed custom stats from here, turns out they already have modified defenses/resistances in game and I missed it.
I did a basic standing animation for the Lv0 zombie saurian. To match the mounted zombie and cat, I made 7 frames with the second frame repeating at the end (i.e. [1~7,2] in WML). I tried to do some subtle robe animation as well, but it's difficult to make it smooth without it looking off or barely noticeable. Let me know if it needs any adjustments or if you have any comments regarding the robe movement, doofus-01.
EDIT: Max pointed out that the elbow on the left of the sprite seems to be disappearing in some of the frames, this is because the current base image that I used for animation has this large straight line as the arm outline. I added an outstretched elbow in some of the frames to make the forearm movement seem more natural. I could look into changing the base arm slightly on the frames where the forearm is not raised if you think it's necessary.
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If I'm understanding WML correctly, my only worry is that the frame length is hardcoded in the standing animation definition:
Code: Select all
[standing_anim]
[filter]
#included are the base unit and variation="mounted" and "cat"
[not]
variation="ant,bat,beast_rider,boar,bug,drake,dwarf,falcon,fish,goblin,gryphon,horse,rat,sand_scorpion,saurian,scorpion,serpent,spider,swimmer,troll,wolf,wose"
[/not]
[/filter]
start_time=0
[frame]
image="units/undead/{BASE_NAME}-standing-[1~7,2].png~{IPF}({ARG}):[580,980,600,430,350*2,420,720]"
[/frame]
[/standing_anim]
EDIT: Also removed custom stats from here, turns out they already have modified defenses/resistances in game and I missed it.
- Attachments
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zombie-saurian-standing.zip
- (11.74 KiB) Downloaded 74 times
Last edited by Talentless on March 6th, 2025, 8:14 pm, edited 3 times in total.