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Re: New playerset's frames and animation

Posted: 31 Jul 2008, 00:10
by Rotonen
Yep, I'd we willing to go with that one. The general direction of the attack sector is obvious for the player. The actual width of the sector will be obvious after playing for a while with the weapon in question. The attack animation will hit the approximate centre of the sector and you want to hit the enemy in the centre anyway. This should also be quite reusable for maces and axes.

The first three frames are going to need a slight retouch (problem zone: the second frame), but how it ends is simply beautiful of a solution to fool the eye. Should go especially well with hand pixellated motion blur on the actual weapons.

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 07:57
by ElvenProgrammer
Len wrote:
Rotonen wrote:As long as it looks good, it is good.

On the other hand, our current one does not.

There was a good example of a simple overhead swing posted by Saphy somewhere which actually looked good.
Saphy wrote:Here's a two-handed weapon attack animation:

Image

Image
That one? Its not overhead its not even over the shoulder
Hmm doesn't seem enough powerful for a two handed animation, I think at least the the movement should go a bit further, passing the center of the player.

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 11:09
by Rotonen
ElvenProgrammer wrote:Hmm doesn't seem enough powerful for a two handed animation, I think at least the the movement should go a bit further, passing the center of the player.
I think that derives from the fact the thing being swung is a placeholder stick. With something bigger it should be fixed. Also you can just draw the actual weapon in a slightly lower pointing angle in the end to further fool the eye. The motion blur and variable animation speed will help the situation in real usage.

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 12:37
by AxlTrozz
I'll try to add just one frame at the end trying to imitate the japanese style of sword movement going all the way to the left side of the char

This is the WIP, I just replaced the last frame, some frames are not align but i think it looks good, This is just the gif file

Image

I'm new with sprites and framesets so please don't kill me :mrgreen:

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 19:39
by AxlTrozz
This would be the spriteset, i guess..

Image

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 22:10
by Rotonen
With the diagonal slash the attack sector obviousness point kind of gets lost in this view. It might be more apparent in the side views, though.

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 22:12
by Len
AxlTrozz wrote:I'll try to add just one frame at the end trying to imitate the japanese style of sword movement going all the way to the left side of the char

This is the WIP, I just replaced the last frame, some frames are not align but i think it looks good, This is just the gif file

Image
I'm new with sprites and framesets so please don't kill me :mrgreen:
same here :?: Do we truly need that many pre-slash frames, also I get the feeling that it might look as if your attacking air rather than the monster

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 22:14
by Rotonen
One less preparation frame should do it.

More input on how the actual slash should go?

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 22:24
by Len
Rotonen wrote:One less preparation frame should do it.

More input on how the actual slash should go?
Image
(I think we should over extend the attacks)
we are getting a little too caught up in what is physically possible.

Re: New playerset's frames and animation

Posted: 31 Jul 2008, 22:53
by Jetryl
Len wrote:
Rotonen wrote:One less preparation frame should do it.

More input on how the actual slash should go?
(I think we should over extend the attacks)
we are getting a little too caught up in what is physically possible.
YES. I strongly second this.


Take the following as an example to mine for ideas. A swing like this would more or less be perfect for TMW. It's a nice, broad arc, it's totally obvious what it would hit, and what direction it goes in. It's noticeable, powerful, and also looks flashy.

Image

As far as suggestions for the actual mechanics of the motion:
1] Have a few frames of slower windup, moving the blade into the "about to strike" position.
2] When you do the main swing, do it suddenly - the arm should move several times more distance "per frame" in this part than it does in the windup.
3] When the blade reaches the final position, one thing you can do to give the animation more of that great "sprite animation" feel, is you can freeze the body position (probably giving it some small shifts for momentum, but mostly frozen), and allow the "motion trail" behind the blade to "catch up" with the blade itself. Do this before doing the "recover" animation.
4] This might be optional, but possibly have a frame or two of returning to the "standing en guarde" position.
5] The whole weapon motion blur needs only about 2 colors, and should be totally opaque.

Re: New playerset's frames and animation

Posted: 29 Oct 2008, 15:34
by strikerbcb
UP !

Please, someone can assume this work ?!, we not have ever a side of movement done fully, please, lets make this graphic to tmw, it´s will help a lot to make more items, new weapons, and have a better combat simulation in tmw ...

Spriters please help us with this task with highest priority !!!!!

Lets finish the new character sheet !!

Re: New playerset's frames and animation

Posted: 29 Oct 2008, 16:53
by fate
Hi,

+1 to parent. And feel free to re-use existing leg poses as much as possible so that only chest armour needs to be extended. :-)

-- fate

Re: New playerset's frames and animation

Posted: 30 Dec 2008, 07:27
by Rotonen
Saphy wrote:Here's a two-handed weapon attack animation:

Image

Image

Crap, almost forgot, I was supposed to start to do "Bump of the week(tm)(c)(r)!" on the gfx section this Monday.

Anyway, the first one is a tad late, but still an important one.

Anyone up for this yet?

Re: New playerset's frames and animation

Posted: 13 Jul 2009, 01:17
by Wombat
Necrobumping real quick for a clarification.

Under Playerset Development it mentions "slashing" animation. Has it been determined that "slashing" should be like this two handed animation? I personally like Black Don's slashing as a magic throwing animation as well (minus the slash back). I'll post more on this later due to an interruption.

Re: New playerset's frames and animation

Posted: 13 Jul 2009, 14:29
by Crush
I would rather prefer a one-handed slashing animation. I think there is more that can be done with it.