New playerset's frames and animation

All development of pixel art and graphics
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Modanung
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Post by Modanung » Fri Feb 17, 2006 5:13 pm

Pajarico wrote:And now imagine it with blood pouring from its wounds thanks to the particle engine :D
With the particle engine we could also draw every limb, disembodied, covered with blood... and we could have a player splatter all over the screen in case of overkill. :)
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Post by Rotonen » Sat Feb 18, 2006 3:24 pm

Dynamical and varying effects are the kind of eyecatching eyecandy we need to stand out in the future.
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Post by Modanung » Sun Feb 26, 2006 11:03 pm

And the first few frames of the first new bow and arrow:
Image
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Post by Platyna » Tue Feb 28, 2006 2:57 am

Looks fine, bring it on! ;)

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Post by Crush » Wed Mar 01, 2006 2:20 pm

i just wanted to point out that the deadline for 0.0.19 is overdue today. shall we delay it for another month?
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Post by Modanung » Wed Mar 01, 2006 2:37 pm

Crush wrote:i just wanted to point out that the deadline for 0.0.19 is overdue today. shall we delay it for another month?
Image
No, why? We already planned to mirror horizontal fighting anims. And I'll have the weapon sprites done today. So it will be finished (enough). :)
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Post by Modanung » Tue Jul 18, 2006 11:15 pm

And the sword swining anim is ready for the south direction...
Image

So, tell me what you think and what could be improved.
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Post by Tarm » Wed Jul 19, 2006 12:34 am

A little more frames maybe?
He raises his arm, animation jumps to midswing and then takes another jump to the end swordswipe position.
It doesnt look smooth to me.The swipe.
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Post by Modanung » Wed Jul 19, 2006 12:37 am

Tarm wrote:A little more frames maybe?
He raises his arm, animation jumps to midswing and the takes another jump to the end swordswipe position.
It doesnt look smooth to me.The swipe.
MORE frames?! No way. Remember every extra frame means an extra frame in all four directions for every piece of visible equipment.
I think the number of frames is quite right.
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Post by Tarm » Wed Jul 19, 2006 1:47 am

You're probably right.I started to think abot the frames we already have regarding attacks.It's hard to say when you have not played with the animation if it's enough of frames.

I think my problem is that your animation have more frames.You know.A frame for inaction and a frame for action works.You start to put frames inbetween you'll never get enough and it will hurt the eye.

Me making sense?
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Post by Schorhr » Wed Jul 19, 2006 8:11 am

I think it looks fine, what comes up though when I think of my stopmotion project of cartoons is that the problem is not the few frames but the lack of motion blur of such a fast swing.
You can animate a swordswing/fast car/flying thing with as many FPS as you want... but if there is not some sort of "motion blur" it will look phoney/fake.

Unfortunaly I could not find any cartoon example via Google Image Search and my mobile harddrive is still in Frankfurt, so I doodled it.
Image

In Cartoons they often draw partial fragments of the moving thing, while in stopmotion movies they either use photoshop/psp/gimp or photograph a object in motion (I've seen some special photo/catapult-construction for that, neat...)
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Post by Modanung » Sun Sep 10, 2006 7:57 pm

Reworking the sword attack animation for it to fit the future combat system. And it just looks cooler. :)
Image
I assume it's clear to everyone this is not the final version.
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Post by BadMrBox » Sun Sep 10, 2006 9:40 pm

Yeah, it looks cooler? To cool perhaps, and it looks like he is aiming at someone's foots :)
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Post by yosuhara » Sun Sep 10, 2006 9:57 pm

i like the first sword animation more...
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Post by LEG0LAS » Mon Sep 11, 2006 2:07 am

i like the light saber
jocking
yosuhara wrote:i like the first sword animation more...
too
LEG0LAS + Bow = 100arrows/s
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