Mainline campaign sprites and animations needed
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Re: Mainline campaign sprites and animations needed
That can also be fixed via WML.
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Mainline campaign sprites and animations needed
Loglamier has been committed. Thanks for working on this!
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
- Celtic_Minstrel
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Re: Mainline campaign sprites and animations needed
For the record, I still prefer a grey-haired version, though.
Re: Mainline campaign sprites and animations needed
Thanks! Happy to help!
The portrait isn't grey-haired, though.Celtic_Minstrel wrote: ↑April 30th, 2018, 2:02 am For the record, I still prefer a grey-haired version, though.
Re: Mainline campaign sprites and animations needed
The Haldric sprites really needed some re-work. They look so 2005-ish.
My goal was it to get as close to the portrait as possible.
Lv0 youth looks now more like a youngling and not like a steroid pumped dwarf. wears a t-shirt now, not a tank top anymore.
Lv1 fighter has increased size similar to konrads lv1, the bigger biceps from the default sprite is reserved for lv2/3.
Any thoughts on how to improve them?
After those I will go on with the lv2/3 and then, finally, copying the changes to the atack/defend frames for the animations.
EDIT: Lv1 left arm might need some improvement.
EDIT 2: overworked it.
My goal was it to get as close to the portrait as possible.
Lv0 youth looks now more like a youngling and not like a steroid pumped dwarf. wears a t-shirt now, not a tank top anymore.
Lv1 fighter has increased size similar to konrads lv1, the bigger biceps from the default sprite is reserved for lv2/3.
Any thoughts on how to improve them?
After those I will go on with the lv2/3 and then, finally, copying the changes to the atack/defend frames for the animations.
portrait
EDIT 2: overworked it.
version w/ bad arm:
Last edited by ghype on April 30th, 2018, 10:04 pm, edited 1 time in total.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Mainline campaign sprites and animations needed
so i overworked the left arm but it still doesnt feel right. maybe give him a shield on the hand , but then it could be too similar to konrad.
if any one has suggestions for the left arm...
if any one has suggestions for the left arm...
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Mainline campaign sprites and animations needed
So the body of both the lvl 0 and lvl 1 look weird to me. It might be that, or the perspective on the arms is strange (I think they're too skinny). It could also be that you've used rather thick outlines on the armor (that, or they're a bit dark). The torso on the fighter also looks like it's too long relative to most Wesnoth sprites, although actually most sprites have compressed torsos when compared to real people.
Since he has long sleeves in the portrait, I was going to suggest giving his sprite long sleeves as well (perhaps for the lvl 2/3?), but that's more of a choice than a necessity.
It's a step in the right direction, just needs a little work.
Since he has long sleeves in the portrait, I was going to suggest giving his sprite long sleeves as well (perhaps for the lvl 2/3?), but that's more of a choice than a necessity.
It's a step in the right direction, just needs a little work.
- Celtic_Minstrel
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Re: Mainline campaign sprites and animations needed
- I think that's debatable; it's certainly not the golden blonde of the core elves, and I think it could be described as grey, but it could also be described as more of a flaxen blonde.
- I don't think it needs to exactly match the portrait; and if he's supposed to be old (especially if he's supposed to be the oldest of the four), then grey hair on the sprite is a nice way to signify that.
Re: Mainline campaign sprites and animations needed
had some spare time and copied the changes to the lv0 haldric
updated the shadow too.
there might be room for some face expressions for attack/defend
attack: defend:
updated the shadow too.
there might be room for some face expressions for attack/defend
attack: defend:
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Mainline campaign sprites and animations needed
Nice i like that!
I think it is really good you are redoing the sprite. The previous one definitely was old-style.
Personally though I think the arms though look to skinny. And perhaps the dagger to choppy. For example if you look at the rogue he has a very straight dagger, I think that is because of the lighting drawn on it.
I think it is really good you are redoing the sprite. The previous one definitely was old-style.
Personally though I think the arms though look to skinny. And perhaps the dagger to choppy. For example if you look at the rogue he has a very straight dagger, I think that is because of the lighting drawn on it.
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Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Mainline campaign sprites and animations needed
Hi ghype,
We appreciate the help, but if you are going to update the old-school sprites, you shouldn't use them as a base. Look at some of the more "recent" sprites (the mages in general are not bad, some of the other loyalists are due to be replaced.)
The sprites you posted are a nice alternative, but they are not an improvement. If you want to make an improvement, don't be tied to the old images. Go bold.
We appreciate the help, but if you are going to update the old-school sprites, you shouldn't use them as a base. Look at some of the more "recent" sprites (the mages in general are not bad, some of the other loyalists are due to be replaced.)
The sprites you posted are a nice alternative, but they are not an improvement. If you want to make an improvement, don't be tied to the old images. Go bold.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Mainline campaign sprites and animations needed
Ok I see, i had some doubts about them too. They indeed look more like alternatives then new concepts.
I should probably finish my orcish keep project first before starting new ones. maybe nemaara can pick up this project at some point, he mentioned he planned the same.
Thanks for the response though.
I should probably finish my orcish keep project first before starting new ones. maybe nemaara can pick up this project at some point, he mentioned he planned the same.
Thanks for the response though.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Mainline campaign sprites and animations needed
The new standing anim frames for the Knight have this weird glittering two pixels in the torso area clipping through the teamcolored tabard he is wearing over the armor. Ive thought it may be some sort of talisman yet still comes off as weird to me.
Facing north sprites have an 2x2 block of those bright pixels on his rear too, probably thought to be reflection of the armor under the tabard, why would he be wearing an tabard made of silk ?
Facing north sprites have an 2x2 block of those bright pixels on his rear too, probably thought to be reflection of the armor under the tabard, why would he be wearing an tabard made of silk ?
Re: Mainline campaign sprites and animations needed
Just noticed that the Walking Corpse (Gryphon) doesn't have team coloring:
https://github.com/wesnoth/wesnoth/blob ... ryphon.png
https://github.com/wesnoth/wesnoth/blob ... ryphon.png
The other WC variations do have TC.
https://github.com/wesnoth/wesnoth/blob ... ryphon.png
https://github.com/wesnoth/wesnoth/blob ... ryphon.png
The other WC variations do have TC.
Re: Mainline campaign sprites and animations needed
Berserker has TC issues. https://github.com/wesnoth/wesnoth/issues/4252