Standing and idle animations?
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It looks rather like if he was a scout, who just noticed enemies, and with an open hand shows people behind them, that they should stop and stay silent - maybe you should make few pixels in north-east of his hand brighter.
User:Kshinji
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
I'd rather have it as [idle_anim] than [bored_anim]. If you come up with a better name than either of those (one that isn't easily confused with [standing_anim], which [idle_anim] could be), then I don't see a problem with changing it (a quick grep does the trick after all). I have no other suggestions for the name though.Boucman wrote:do I keep the WML tag as [idle_anim] like it currently is, or do you want me to change that too ?
(question adressed to zokeeper, kbaskin, and jetryl)
the orc archer should move his legs and body slightly if he is shifting his weight like that.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
FWIW, this made perfect sense to me. This is also a great animation. Looks fine to me. I would especially commend the movement on the feather/plume - it's really well done.Redeth wrote:Zhukov wrote:I can't tell what the hand-wiggling part of the gesture means...(this isn't a critique)
Orcish Bowman: Pretty good; though I'd give just a *touch* of movement to his lower body.
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(List compiled by Redeth and updated by kbaskins on September 26)
This is what we have in the idling department, so far:
-Peasant committed
-Swordsman committed
-Fencer committed
-Longbowman
-Dwarf Fighter committed
-Dwarf Warrior committed
-Dwarf Runemaster
-Elf Archer
-Skel Archer
-Goblin Spearman
-Ogre committed
-Naga Fighter
This is what we have in the idling department, so far:
-Peasant committed
-Swordsman committed
-Fencer committed
-Longbowman
-Dwarf Fighter committed
-Dwarf Warrior committed
-Dwarf Runemaster
-Elf Archer
-Skel Archer
-Goblin Spearman
-Ogre committed
-Naga Fighter
Quote from Happypenguin.org:
(And I swear it was not me that posted that. )The game is really well done visually, the sound is good too with nicely composed music. But...
It needs to feel more alive!-- I think the characters could use some animations while idling, so does everything else. Moving water, birds flying over the planes, a mill with moving wings; stuff like that. (Remember the animations in the Heroes of Might and Magic games?) It would really make the game feel more alive.
And I swear I didn't read it before implementing that...Jetryl wrote:Quote from Happypenguin.org:
(And I swear it was not me that posted that. )The game is really well done visually, the sound is good too with nicely composed music. But...
It needs to feel more alive!-- I think the characters could use some animations while idling, so does everything else. Moving water, birds flying over the planes, a mill with moving wings; stuff like that. (Remember the animations in the Heroes of Might and Magic games?) It would really make the game feel more alive.
Fight key loggers: write some perl using vim
standing animation don't make sense for terrain... you probably mean animated terrains.Lathai wrote:I'm not much of an artist, but I do enjoy reading the art forums. Anyhow, have you considered making standing animations for terrain? It might be another interesting way to make the game seem more dynamic.
Just my two cents.
this is already supported by the engine IIRC but not used (except a few UMC terrains) because too tiring for the user's eye
Fight key loggers: write some perl using vim
This is a separate discussion, and something which we're not spearheading right now.Boucman wrote:standing animation don't make sense for terrain... you probably mean animated terrains.Lathai wrote:I'm not much of an artist, but I do enjoy reading the art forums. Anyhow, have you considered making standing animations for terrain? It might be another interesting way to make the game seem more dynamic.
Just my two cents.
this is already supported by the engine IIRC but not used (except a few UMC terrains) because too tiring for the user's eye
Basically, yes, we've considered doing it for some terrains, but it's got to be really subtle, or it gets *too* busy.