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Re: [WIP] yeti

Posted: 05 Sep 2009, 17:32
by hkurn
yes bcs68! :D really great pose!
this is shading WIP:
yeti_front_mad.png
yeti_front_mad.png (1.17 KiB) Viewed 3817 times

Re: [WIP] yeti

Posted: 05 Sep 2009, 17:51
by Crush
Next to playerset:
yeti_front_mad.png
yeti_front_mad.png (5.4 KiB) Viewed 3817 times
While editing the picture I noticed that it is in 256 color mode. It is not necessary to adhere to any palette restriction. You can use full 32bit RGB with alpha channel.

Re: [WIP] yeti

Posted: 09 Sep 2009, 00:33
by hkurn
I'm using only 14 different colors, that's why I don't need full RGB ;)
anyway, here is one finished shaded frame:
yeti_front_mad1.png
yeti_front_mad1.png (1.29 KiB) Viewed 3755 times
and a first try at walking animation:
yeti_front_mad1_anim2.gif
yeti_front_mad1_anim2.gif (4.7 KiB) Viewed 3726 times
please comment :)

Re: [WIP] yeti

Posted: 09 Sep 2009, 00:40
by John P
he is hilariously scary... or scarily hilarious, I'm not sure which.

Re: [WIP] yeti

Posted: 09 Sep 2009, 01:56
by gnowun uno
Looking kool so far. Can't wait until its finished and ingame. :D

Re: [WIP] yeti

Posted: 09 Sep 2009, 05:58
by Ces
The head movement looks a little off to me. I’m not sure of this, but maybe some vertical movement as well?

I like the yeti concept. The style actually reminds me of several comics and animations I loved when I was younger. :mrgreen:

Re: [WIP] yeti

Posted: 09 Sep 2009, 07:03
by Matt
heh, that will look funny ingame on a map with 10-20 yetis around :)

Re: [WIP] yeti

Posted: 09 Sep 2009, 08:05
by Fother
Honestly... keep it without the fur texture (if you do add a little, add a bunching of fur here and there [lightly, but not too much])... it looks really good like this... now I'm dying to see the left/right and up movements :D

I'm also curious as to the attack (snow ape slap with bottom jaw teeth showing?), and the death animation of course! (falls on butt real hard and then falls back?)

Awesome 8)

Re: [WIP] yeti

Posted: 09 Sep 2009, 17:22
by Crush
hkurn wrote:Image
Sorry, but the arm movement looks a bit stupid to me. I think it looks more like climbing* than walking. How about trying a horizontal movement instead where both fist are alternately in front of the chest?
Fother J wrote:Honestly... keep it without the fur texture (if you do add a little, add a bunching of fur here and there [lightly, but not too much])... it looks really good like this...
My vote is for keeping the fur texture.


*no, we won't have a climb animation, especially not for monsters.

Re: [WIP] yeti

Posted: 09 Sep 2009, 20:44
by hkurn
Ces wrote:The head movement looks a little off to me. I’m not sure of this, but maybe some vertical movement as well?
I'll have to see how it looks really walking (with movement on the screen), then maybe add vertical head movement.
Crush wrote:Sorry, but the arm movement looks a bit stupid to me. I think it looks more like climbing* than walking. How about trying a horizontal movement instead where both fist are alternately in front of the chest?
yes I didn't spend much time on the arms.. i have to draw an arm that is halfway between the frontmost pose and the fully retracted pose, and the left arm goes from fully extended to half-way back and the right arm goes from the base frame to the medium pose.. that way I only have to draw one additional arm position.. I think it could work better that way than now.
Crush wrote:My vote is for keeping the fur texture.
I think once I have a good animation I'll shade with fur and see how the result looks like.. I'll see from there.

But now some other stuff: I just sketched a more aggressive sideways pose, can you please comment on the aggressiveness and the plausibility of the stance belonging to a yeti?
yeti_left.png
yeti_left.png (3.66 KiB) Viewed 3595 times
edit: I just changed the animation.. I'm not entirely happy yet, but let you comment first:
yeti_front_mad1_anim4.gif
yeti_front_mad1_anim4.gif (4.48 KiB) Viewed 3582 times
edit2: another version:
yeti_front_mad1_anim5.gif
yeti_front_mad1_anim5.gif (4.52 KiB) Viewed 3583 times

Re: [WIP] yeti

Posted: 10 Sep 2009, 00:06
by hkurn
yet another version... :shock: (cannot attach more than 3 attachments)
yeti_front_mad1_anim6.gif
yeti_front_mad1_anim6.gif (4.43 KiB) Viewed 3574 times
in this animation the shoulders jump around... the _anim4.gif shoulders jump the least..

Re: [WIP] yeti

Posted: 10 Sep 2009, 02:49
by Beelzebub
I agree with Fother in the fur detail, it looks pretty good as is without the multitude of pixel variations. As for the animation (I am no professional) but it looks a bit spastic. However the shading and basic idea for the animation looks like you are on the right path. For the attack animation I think a swiping of the claw, with a nice sweeping arch would be most natural. (dunno how to describe the visual except like he is swinging fast and disrupting the air)

Re: [WIP] yeti

Posted: 11 Sep 2009, 00:36
by John P
I completely agree spastic! That is why I love it and that is how I picture this creature.

I am sorry, but I will talk a little content for a bit, but it is necessary for graphics imagination ;)

1) Is it possible for a creature to have an 'aggressive/chasing' walk AND a separate passive/calm walk?
2) Is it possible for a creature to have variable passive/aggressive? Can some yetis spawn passive and others spawn agressive?

If so...

I imagine this guy with a calm slow saunter, very little arm or head movement, when he is passive. Then, he spots a player and boom! He is in spastic chase mode coming at you like the yeti from ski-free or whatever that game was called.

If not...

He either needs to be aggressive only (to justify being spastic) or needs a calmer walk :)

PS - is this new yeti original work bcs?

Re: [WIP] yeti

Posted: 11 Sep 2009, 13:07
by Jaxad0127
We don't support a separate aggressive mode yet. As for spawning some passive, and some aggressive, sure. Just two separate monsters with different sprites.

Re: [WIP] yeti

Posted: 12 Sep 2009, 01:38
by bcs86
John P wrote:is this new yeti original work bcs?
It's hkurn's yeti with a different pose. Nothing was referenced to make the pose.

Here is an attacking pose. It is crappy. Nothing referenced. It is minimally shaded, needs texture and polishing. Just hoping to help. The human player set is more important to me ATM. I need to get over my fear of shading.
yeti.png
You can check the yeti in Wesnoth that I might have been thinking of enviously, but there is almost nothing in common except fist-pounding method of attack which doesn't look anything alike.