[GIT] Skeleton

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Fother
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[GIT] Skeleton

Post by Fother » 26 Jan 2009, 00:13

EDIT: Changed Subject to [GIT] due to commit on Jun 26 2008
http://gitorious.org/tmwdata/mainline/c ... ec572431d9
Original post below :arrow:

skeleton-south-test2.gif
skeleton-south-test2.gif (1.92 KiB) Viewed 2405 times
Obviously I still need to add in more animation components just for the south walking animation alone (more leg & arm movements, including a slow shamble animation for standing still). The skull is based off of the floating skulls for consistency, but perhaps I should make the rib cage have some highlights to stand out a bit, and lighten the rest of the body. I'm basing some of the components from the ones i was working on for use on a lich. This doesn't have the same carmel coloring of the floating skulls (it's desaturated) so it could be dyeable. Once again, this animation is WIP, but before I continue, does anybody have suggested changes so far? I'm going to keep the components (legs, head, torso, arms) as separate layers, and once completed I'll post a sheet so variations can easily be constructed (i.e. weapon wielding or armored skeletons).
Last edited by Fother on 03 Sep 2009, 01:57, edited 2 times in total.
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Re: [WIP] Skeleton

Post by Crush » 26 Jan 2009, 00:48

The animation looks very strange. More like it is performing a dance on the spot, not like it is walking.

Using the skull as a base is a good idea. Crazy idea for TMWServ: You kill a skeleton and a floating skull is spawned (the skull lives on).
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Re: [WIP] Skeleton

Post by Fother » 26 Jan 2009, 07:50

Crush wrote:The animation looks very strange. More like it is performing a dance on the spot, not like it is walking.

Using the skull as a base is a good idea. Crazy idea for TMWServ: You kill a skeleton and a floating skull is spawned (the skull lives on).
Silly, of course it looks strange, it's no where near completed (the dance look is intentional based off of the few arm/leg arrangements it has so far [two arm/leg positions per limb so far] :) i couldn't resist making it dance). It would be awesome for tmwserv to spawn a floating skull after killing a skeleton, perhaps only with a variant of the skeleton, but still awesome none the less!

Hmmm, skeleton variants... I wonder...
skeleton-south-swimsuit-par.png
joking!
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Re: [WIP] Skeleton

Post by Rotonen » 26 Jan 2009, 10:38

The highlights could be of a higher contrast range in relation to the darker features.
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Re: [WIP] Skeleton

Post by -Mihawk- » 26 Jan 2009, 11:45

lol very good skeleton black XD
Sorry for my bad english.

I'm from Brasil.
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Re: [WIP] Skeleton

Post by Fother » 27 Jan 2009, 00:49

Rotonen wrote:The highlights could be of a higher contrast range in relation to the darker features.
better/worse/unnoticeable? (see arrow for revision).
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Re: [WIP] Skeleton

Post by EJlol » 27 Jan 2009, 01:07

I think it's a bit better. Love the RIP cap.
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Re: [WIP] Skeleton

Post by Fother » 28 Jan 2009, 08:17

I have to add more east-west leg movements, and I still need to test out the arm and leg movements, since I'm sure there's some additional leg and arm positions I'll want to add for the basic movement (as well as add some overlays and additional components for skeleton variants i.e. swinging a sword, holding a lantern, or being a pirate skeleton :P ). Crud, I forgot about components for a death animations! Here's the components I have so far, and some examples of them pieced together. The additional north and south torsos (left and right of the 1st and 2nd torso rows) are for a piecing a possible wobble to walking or add a shamble effect while standing in place. And the cap is just to be funny!
skeleton-pieces-2-test2.gif
Skeletal components
skeleton-pieces-2-test2.gif (6.67 KiB) Viewed 2214 times
skeleton-dye-machup-1.gif
Mach-up of dyed skeletons, just to get an idea.
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Re: [WIP] Skeleton

Post by EJlol » 28 Jan 2009, 11:41

I like the undeyed skeletons more.
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Re: [WIP] Skeleton

Post by Fother » 29 Jan 2009, 09:32

EJlol wrote:I like the undeyed skeletons more.
Yeah, the dyed skeletons might be a bit much. The slimes have already occupied the technique quite a bit. I'll still keep working with the desaturated components until I have at least one sprite set constructed for a skeleton (and then I might dye it to the bone color of the floating skulls).

I'm just wondering what to do about the initial sprite set's method of attack. I hate the skeletons in games that pull out a mystery leg bone or other bone from thin air and use it as their weapon (and keeping their balance at the same time), but I'm not above going that route if it's what everybody wants :) . Should I do that, have it attack by swiping at the player, or slash in a crossed pattern with a one handed cutlass? (I'm leaning toward the cutlass).

This isn't a concept of the attack animation, but a test of it holding a weapon (in this case I've snatched Haay's knife icon to get an idea.)
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Re: [WIP] Skeleton

Post by Crush » 29 Jan 2009, 15:19

Looks very stiff. You should add elbow joints to the arms.
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Re: [WIP] Skeleton

Post by Jaxad0127 » 29 Jan 2009, 15:35

Crush wrote:Looks very stiff. You should add elbow joints to the arms.
He did. He's not using them here. If his left arm swayed (showing the joint) it would look better, IMHO.
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Re: [WIP] Skeleton

Post by Crush » 29 Jan 2009, 16:45

How about making the skeletons walk a ducked, predator-like manner?
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Re: [WIP] Skeleton

Post by Fother » 30 Jan 2009, 08:40

Does this help?
stalking-test.gif
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Also keep in mind that the it's not on a treadmill, so the pelvis, spine, and upper part of the left arm won't seem as stiff when it's moving with tiles behind it. Only 37 more frames to go for something testable :(!
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Re: [WIP] Skeleton

Post by Rotonen » 30 Jan 2009, 13:39

The hip bone being static catches my eye.

But as you said, it should look better when it's actually moving with a background.
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