New animations
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:
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: New animations
I've spoken with Jetryl, and he's OK'd this for committing. I'll do it when I have time, if noone else has done so beforehand.mystic x the unknown wrote:updated mage death
</stealth delegation>
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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.
-
- Posts: 719
- Joined: December 9th, 2003, 9:31 pm
- Contact:
Re: New animations
Looks great. The feet coming up and back down at the end seems pretty slow. I'd speed that part up a tad.
Signature dropped due to use of img tag
Re: New animations
The concept is nice, my only tiny teensy minor issue is that your bat looks significantly different from the actual bat.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: New animations
You've completely changed the bat, and then done little more than a cut-and-slide animation.
No.
Try harder next time.
No.
Try harder next time.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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: New animations
Yeah that would be cool but I think Jetrel and others were right saying that it is just too much work to do more directional facings.melinath in another topic wrote:If this is something you really care about, you could give it a shot. If you learn enough and get good enough, you could maybe someday see the fruits of your labors. This is general Wesnoth practice.
If you don't care about it enough to try it yourself, you won't see it for a long, long time. (If ever.)
I posted in this topic beacuse I think that I'm going to try some other animating. Only problem is that i havent found any list or anything about which animations are needed or which are done. Are there any?
And please forgive me if I was impolite now or in another topic. I'm struggling every time I'm writing in english so if I'm impolite it most likely means I just couldn't be polite.
Last edited by saska on July 29th, 2009, 9:06 pm, edited 1 time in total.
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: New animations
There's a list in the Art Development forum http://www.wesnoth.org/forum/viewtopic.php?f=18&t=21512 though it's by no means complete. Feel free to grab just about any unit which doesn't currently have a full set of high quality animations and show us what you can do. The Dwarf Fighter line's hammer attack would probably be a good place to start, since the rest of the line has up-to-date animations (more or less).
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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: New animations
Thanks for help thespaceinvader. Just posted to show that I actually started to do something but its not yet ready. I'll continue tomorrow.
E: Oh, and sorry for orange background. It's more comfortable for me to watch some warm and nice color all the time when drawing.
E: Oh, and sorry for orange background. It's more comfortable for me to watch some warm and nice color all the time when drawing.
- Attachments
-
- dwarf.gif (3.95 KiB) Viewed 6149 times
Re: New animations
That looks surprisingly good for a new arrival's work, however the basic scheme behind the animation is very stiff. His body in your animation is moving like a wooden nutcracker. When you move arms like he is, the rest of the body gets twisted around by them.saska wrote:Thanks for help thespaceinvader. Just posted to show that I actually started to do something but its not yet ready. I'll continue tomorrow.
E: Oh, and sorry for orange background. It's more comfortable for me to watch some warm and nice color all the time when drawing.
Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.
I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
Play Frogatto & Friends - a finished, open-source adventure game!
Re: New animations
Thanks for feedback. For what you said I thought that wouldn't it be easier to copy the axe attack and just switch the weapon or should the hammer attack be somewhat different?Jetrel wrote: Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.
I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
Edit: I'll wait someone to answer before continuing with this.
Re: New animations
We probably want the hammer to swing in a different arc, but otherwise, yes, you should copy the axe animation.saska wrote:Thanks for feedback. For what you said I thought that wouldn't it be easier to copy the axe attack and just switch the weapon or should the hammer attack be somewhat different?Jetrel wrote: Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.
I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
Edit: I'll wait someone to answer before continuing with this.
Play Frogatto & Friends - a finished, open-source adventure game!
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: New animations
I wonder whether we ought to stow the shield into hammerspace (oh, the irony, i know) and make the hammer larger, and swing it in a two-handed swing like the pathfinder and Explorer do - then there's a very distinctly different animation for the hammer and the axe, which is important.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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: New animations
Possibly - or have the shield arm get in on the action without the shield being taken off his arm. It's quite plausible if the shield is strapped to his arm, and I think it'd be a neat trick we haven't done before.thespaceinvader wrote:I wonder whether we ought to stow the shield into hammerspace (oh, the irony, i know) and make the hammer larger, and swing it in a two-handed swing like the pathfinder and Explorer do - then there's a very distinctly different animation for the hammer and the axe, which is important.
Play Frogatto & Friends - a finished, open-source adventure game!
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: New animations
I support this product and/or endeavour. So Saska, if you feel you're up to the challenge, take a look at the animation for the Dwarvish Pathfinder (this one though you'd better also look at the frames in 1.7.2) and see if you can do the same thing with the Dwarf Fighter's hammer attack, but keepign the shield on his arm during the animation. You're welcome to redesign the hammer to make the two-handed motion work. Something like Karrag's hammer would probably work well, thoguh with a wooden, rather than ...odd blue... handle.
Give it a shot =)
Give it a shot =)
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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: New animations
I advanced this far when I read this topic again:
By the way I'm at the moment idling at #wesnoth so feel free to answer me there.
E: Problem solved. Now I'm ready to make it. I hope this ends up well.
Thespaceinvader said that hammer could be bigger which means that it should be holded like Karrag holds his hammer. I'll do this if you think it would be better than that one i've done so far. In any case I'm planning to make the swing two handed and straight over his head just like Pathfinder does.By the way I'm at the moment idling at #wesnoth so feel free to answer me there.
E: Problem solved. Now I'm ready to make it. I hope this ends up well.