New playerset's frames and animation
Re: New playerset's frames and animation
alright so heres my urposal (sorry for crap quality it was a three minute job)
i was thinking the sprite is viewed from the side like in a bow position with the hand tucked to teh chest charging the magic energy, the next stage is the thrust the armo forward releasing the energy (Charge and Burst concept) i think we could accomplish a decent flow in 2-3 sprites
AND this same sprite would work with the "Scepter" weapons i wa sthinking of creating, they are magicians wands that have no real damage capability but boost magic damage by untold amounts. the sceptor fits in the hand and works perfect with this animation. its an amplifier weapon.
OH!!- i also need crush and others in the graphics field to go back over my Saviors Plate revisions with me, it was going good until you guys...just forgot? but i posted new additions and a new helmet idea.
thoughts?....
i was thinking the sprite is viewed from the side like in a bow position with the hand tucked to teh chest charging the magic energy, the next stage is the thrust the armo forward releasing the energy (Charge and Burst concept) i think we could accomplish a decent flow in 2-3 sprites
AND this same sprite would work with the "Scepter" weapons i wa sthinking of creating, they are magicians wands that have no real damage capability but boost magic damage by untold amounts. the sceptor fits in the hand and works perfect with this animation. its an amplifier weapon.
OH!!- i also need crush and others in the graphics field to go back over my Saviors Plate revisions with me, it was going good until you guys...just forgot? but i posted new additions and a new helmet idea.
thoughts?....
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Re: New playerset's frames and animation
In my defense, I only very heavily modified existing animations... My fault for being too lazy to finish the side ones though.Crush wrote:There were a couple of very promising animations in this thread I would have accepted gladly after some minor modifications (Those by Pauan were especially good). But unfortunately none of it got finished because the people who made them lost interest before starting the side- and back view.
Re: New playerset's frames and animation
Charging up spells could and IMO should be a bit more traditional praying stance.
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Re: New playerset's frames and animation
i think that looks foolish if its not a holy spell, praying should be kept to a religeous aspect. focusing magical energy to realease a fireball to incinerate enemies would make much better sense in a "battle-esq"stance.
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Re: New playerset's frames and animation
Yeah I gotta agree with Slave on this one, it always looks a bit dorky to make the character look like it's praying, and then shoots a lighting bolt. Slave's concept looks like a good one to me. =)
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Re: New playerset's frames and animation
Due to a moss infection on a fingerless right arm, residents of the mana world has gained the ability to spontaneously mutilate their left arm for throwing purpose.
Re: New playerset's frames and animation
haha so funny saph *poke*
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Re: New playerset's frames and animation
99% of the time, when I say "lol" I am not actually laughing out loud; but this time, I really mean it.Saphy wrote:Due to a moss infection on a fingerless right arm, residents of the mana world has gained the ability to spontaneously mutilate their left arm for throwing purpose.
lololooool
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Re: New playerset's frames and animation
I do like the generic idea of throwing the spell, but please at least make the charging up gesture look less like a medieval military greeting.
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Re: New playerset's frames and animation
Excellent. The graphic requires only a few frames and covers a wide area which is very useful for gameplay purposes.
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Re: New playerset's frames and animation
Yep not bad, if we only could have all the directions it would be a nice addition to the game and will help to develop the playerset further.
Re: New playerset's frames and animation
Isn't Black Don's version more natural? Is it not the general principle not to over extend oneselves?
Anyway, regarding this attack sequence, the balance was definitely off. It doesn't make sense to have the torse twisted when the weapon is in front, it should twist when the weapon is at the side. Right now, it seems like the weapon is being swinged by the body, and the arm just happen to swing along without exerting any force.
Moreover, the player's waist and left feets has magically become thinner. From my understanding, in the game, object farther away doesn't get smaller, so it wouldn't make sense to have thin arm.
However, good job for improving it, it is definitely much better than the previous version (the bottom row, aww my eyes, the zombie effects - when animation resemble human, but not quite right), although it is still lacking in some positions.
Anyway, regarding this attack sequence, the balance was definitely off. It doesn't make sense to have the torse twisted when the weapon is in front, it should twist when the weapon is at the side. Right now, it seems like the weapon is being swinged by the body, and the arm just happen to swing along without exerting any force.
Moreover, the player's waist and left feets has magically become thinner. From my understanding, in the game, object farther away doesn't get smaller, so it wouldn't make sense to have thin arm.
However, good job for improving it, it is definitely much better than the previous version (the bottom row, aww my eyes, the zombie effects - when animation resemble human, but not quite right), although it is still lacking in some positions.
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Re: New playerset's frames and animation
Pauan's animation looks much more like a throwing weapon animation to me. Picture a discus flying from the sword-bearing hand, or try to find a movie of a baseball pitcher throwing a baseball, and it actually looks quite natural.
Don's rough animation does need some work (but I can't quite put my finger on it exactly), but it's definitely closer in the direction of fluid, natural one-handed sword slashing. The added bonus is that the first half could be reused for axe weapons. This would be a very elegant (partial) solution to the problem of creating loads and loads of new equipment sprites.
I suggest perfecting and using them both.
Don's rough animation does need some work (but I can't quite put my finger on it exactly), but it's definitely closer in the direction of fluid, natural one-handed sword slashing. The added bonus is that the first half could be reused for axe weapons. This would be a very elegant (partial) solution to the problem of creating loads and loads of new equipment sprites.
I suggest perfecting and using them both.