New animations
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- beetlenaut
- Developer
- Posts: 2832
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
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Re: New animations
His torso moves backwards (which is fine), but his hips and upper legs do not move with it. If you fixed that, it would probably take care of the leg problem naturally. For example, his forward leg would have to straighten out in order to stay the same length.
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
Re: New animations
So I just finished the revision of the shadows and increasing the size of the bow.
I will revise the legs in the next version. Will see if moving his left food one pixel forward will do it.
Edit: actually I'd have to move his lower torso and his right leg one pixel back and maintain the position with the other.
I will revise the legs in the next version. Will see if moving his left food one pixel forward will do it.
Edit: actually I'd have to move his lower torso and his right leg one pixel back and maintain the position with the other.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: New animations
I think this should do it. cleaned up some more pixels.
I will come back making the remaining animations after i did the trapper bow attack
I will come back making the remaining animations after i did the trapper bow attack
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: New animations
ranged defense animation.
Will open a PR for these and the coming ones.
Will open a PR for these and the coming ones.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
New Trapper
Here is the trapper ranged attack + defense.
also changed the gloves to free hands. there was a lack of contrast before with the gloves.
also changed the gloves to free hands. there was a lack of contrast before with the gloves.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
- beetlenaut
- Developer
- Posts: 2832
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
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Re: New animations
The curves at the top and bottom of the bow are not just there because they look cool. The string does not attach at their bases, but at their tips. They straighten a little when the bow is drawn. I know some of the elves' bows work like the one you drew, but those are wrong too, and they have always bugged me.
Otherwise, these are large improvements over the current units.
Otherwise, these are large improvements over the current units.
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
Re: New animations
Right ... I see what you mean.
But in jetrels sprites they were attached just as they are here now.
Also the rangers ranged animation is similarly drawn (that was my reference for poacher and trapper).
I am not quiet sure that that there enough is room for the pixels in the animation to have that curved endings properly bend, because I did not see anyone doing that. If there is a reference of such a bow with curved tips and the string is somehow attached to that curved strings, than I can try to fix it.
But the easier way would to just remove the curved tips if they are not animate-able or just leave them as they are. They look good even though in real life it wouldn't be practical.
But in jetrels sprites they were attached just as they are here now.
Also the rangers ranged animation is similarly drawn (that was my reference for poacher and trapper).
I am not quiet sure that that there enough is room for the pixels in the animation to have that curved endings properly bend, because I did not see anyone doing that. If there is a reference of such a bow with curved tips and the string is somehow attached to that curved strings, than I can try to fix it.
But the easier way would to just remove the curved tips if they are not animate-able or just leave them as they are. They look good even though in real life it wouldn't be practical.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
- beetlenaut
- Developer
- Posts: 2832
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
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Re: New animations
Jetrel is a great artist, but I don't think he looked at any bows for reference. He just assumed he knew where the strings attached. Take a look at Vyncyn's bow animation. It looks good and snappy.
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
Re: New animations
Ah yea. the curved tips start in a diagonal tilt and end in vertical tilt upon release.
that should be doable.
I assume the ranger frames should be fixed then as well ...
that should be doable.
I assume the ranger frames should be fixed then as well ...
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: New animations
So when you showed me the Elves bow animation, I realised that they have like a finger grab/release sort of thing, which my animations didn't have.
I doubt you will see in-game how the finger release the string (as it is just a displacement of 1 or 2 pixels), but the grab is clearly an improvement I think.
I did that for both the poacher and the trapper. And also fixed the bow tip as you said on the trapper.
I doubt you will see in-game how the finger release the string (as it is just a displacement of 1 or 2 pixels), but the grab is clearly an improvement I think.
I did that for both the poacher and the trapper. And also fixed the bow tip as you said on the trapper.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
- beetlenaut
- Developer
- Posts: 2832
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
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Re: New animations
That's a lot better. The tips of the bows bend nicely. I think the hand improvement is noticeable too: at least, you can see something is better even if you don't know exactly what it is. I would say the poacher is done.
There is still an issue with the trapper's bowstring though. It is clearly attached about here: It needs to move to the back of the bow, aligned with the back of the curved parts (where it curls around the curve touching the wood), otherwise the bow is defying physics.
Thanks for working on these! This line has needed to be improved for a long time.
There is still an issue with the trapper's bowstring though. It is clearly attached about here: It needs to move to the back of the bow, aligned with the back of the curved parts (where it curls around the curve touching the wood), otherwise the bow is defying physics.
Thanks for working on these! This line has needed to be improved for a long time.
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
Re: New animations
I moved the string back 2 pixels (1 frame only 1 pixel) so it should look like in the picture you posted. I did that for the base sprites as well as otherwise it wouldn't work.
I also made the untis close their eyes on the defending frame. Now I consider both done and can move to the melee animations.
I also made the untis close their eyes on the defending frame. Now I consider both done and can move to the melee animations.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
- beetlenaut
- Developer
- Posts: 2832
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: New animations
That is now the best bow animation in the game. Thanks for putting up with me!
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
Re: New animations
So ... I was referencing the LV3 Ranger melee animation for this but halfway through i realised that the foot work on the Ranger is weird, it would need some more frames. Here is what I mean.
So I had to make my own footwork, which took me a long time (but If this is good, I can use it as a template for future melee attacks - so time invested was worth). Is there something that needs to be improved or can be considered good enough?
So I had to make my own footwork, which took me a long time (but If this is good, I can use it as a template for future melee attacks - so time invested was worth). Is there something that needs to be improved or can be considered good enough?
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Rover animation
So yeah, upon waiting on some feedback for the poacher melee (as it was my first melee animation I ever did), I felt confident to make some dunefolk animation.
here is the rover lv1. Next I will try to make the skirmisher bola attack.
here is the rover lv1. Next I will try to make the skirmisher bola attack.
stuff I worked on: Dunefolk Rework - ghype's Daily Art