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Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 7:58 am
by Stratego (dev)
Hyuhjhih wrote: ↑Sun Mar 14, 2021 5:54 am
So now working on.
* a bite
* a hammer like (axe?) Smash through
* is spear (any of em ) good?
*mace swing (good ?)
* swirl attack cut through (good?)
* claws (too big right and not compatible)
* dog stun (good , any use for a similar different attack?)
* elephant stomp
* elephant run (extra dust)
* infantry charge
* cavalry leap
awesome!
bite: i think it can not look good - so i ended up with the claw thing on wolves too.
dog stun? what is that?
mace swing: i dont see it - where it is? i think a similar than axe should be good but with mace image
elephant stomp : how u imagined? i again can not imagine it would look good any way.
elephant move: dust, good! on moving, right? i try the "tank dust" how that look -
uos 20
cavalry leap: how u imagined? i again can not imagine it would look good any way.
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:37 am
by Hyuhjhih
Hyuhjhih wrote: ↑Sat Mar 13, 2021 7:45 am
Swirl cut through attack, probably ideal for zweihanders, katana, malice, axes, bludgeons etc
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:37 am
by Hyuhjhih
Hyuhjhih wrote: ↑Sat Mar 13, 2021 7:17 am
Not only dog, but it could be useful for some of the animals in aof too. I made it 32x32 so it won't exceed the dogs size drastically.
This was an idea as the precursor of claws, but it might get in to aof i think
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:39 am
by Hyuhjhih
Hyuhjhih wrote: ↑Fri Mar 12, 2021 11:50 am
Hammer, mace, helm units could get a hyperbolic swing
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:59 am
by Hyuhjhih
Stratego, can you alter the animation based on how many tiles moved? Like a short anim for the moving 2 tiles and a different one for 5 tiles for the same unit.
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 9:43 am
by Stratego (dev)
Stratego, can you alter the animation based on how many tiles moved? Like a short anim for the moving 2 tiles and a different one for 5 tiles for the same unit.
on movement? or on attack?
but there is no such,
however on attack you can set
a) that the animation should last exactly like the attack animation.(moving unit over other, or the arrow flying time) - by not setting frame time
b) last for fixed time - by setting the per frame time
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 9:45 am
by Stratego (dev)
Hyuhjhih wrote: ↑Mon Mar 15, 2021 8:39 am
Hyuhjhih wrote: ↑Fri Mar 12, 2021 11:50 am
Hammer, mace, helm units could get a hyperbolic swing
if u mean you suggest that swing you posted withthis comment than i think would look better a style that i found (with the axe)
so long white things showing weapon path.
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 9:46 am
by Stratego (dev)
Hyuhjhih wrote: ↑Mon Mar 15, 2021 8:37 am
Hyuhjhih wrote: ↑Sat Mar 13, 2021 7:45 am
Swirl cut through attack, probably ideal for zweihanders, katana, malice, axes, bludgeons etc
this not looking so good (too 2D i think)
her ealso i suggest a style of the current axe thing.
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 11:17 am
by Hyuhjhih
Ok on it.
Stratego (dev) wrote: ↑Mon Mar 15, 2021 9:43 am
Stratego, can you alter the animation based on how many tiles moved? Like a short anim for the moving 2 tiles and a different one for 5 tiles for the same unit.
on movement? or on attack?
but there is no such,
however on attack you can set
a) that the animation should last exactly like the attack animation.(moving unit over other, or the arrow flying time) - by not setting frame time
b) last for fixed time - by setting the per frame time
Here i meant
If a cavalry moving less than 2 tiles, it probably won't need an anim or a simple dust trail
If the cavalry moving more than 2 tiles, it could have my horse leap(slash attack) or horse dash(for lancer types).
It just that simple, i mean egyszerű and világos

. So i want to know if there is any possibility in the engine you are using.
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 1:32 pm
by Stratego (dev)
no there is no any "distance dependant" setting

Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 7:55 pm
by Stratego (dev)
the new spear anim is uos , better?
i had to modify, it seems the 32x96 px per frame seems good in general
or 64x96 if the anim should exceed upwars the unit head
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 7:56 pm
by Stratego (dev)
ok, i will try a mace kind
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:37 pm
by Stratego (dev)
ok here is the mace anim (it will be hammer instead)
and uos 10
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 8:57 pm
by Stratego (dev)
can someone list me the "mace" units?
if same animation is fit than the hammer units too?
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 9:03 pm
by Stratego (dev)
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 9:43 pm
by Stratego (dev)
also i made a mace upward thrust basedon on the idea on the links
also the pőrevious one - will be the hammer
Re: Attack/fight/move animation ideas
Posted: Mon Mar 15, 2021 10:32 pm
by Stratego (dev)
new mace is uos already.
i made a little transparency on white thing
hammer is not assigned to anybody - do we have hammer fighters?
so please tellme
- all mace units
- all hammer units
so i can set the new animations on all - thanks!
daniel
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 1:03 am
by Badnorth
we only have few Blunt weapon users.
Mace/Club Wielders:
Maceman and it's upgrade, Morningstar Peasant, Flailman, Flail Peasant, Mahout
Hammer Wielders:
Enforcer, battlefield Blacksmith.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 1:05 am
by Badnorth
Mezoam Swordsman, Jaguar warrior and Eagle Warrior wields Clubs with Obsidian Spiked edges so i think they need a different animation. Or Not. Anyways, i didn't add them to the list of Club wielders.
Btw, i really like the current Axe animation, it is so cool

especially when Berserker and Axe thrower uses it.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 5:21 am
by Hyuhjhih
Gun shot rough work
I know it needs improvement, feel free to suggest changes
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 5:22 am
by Hyuhjhih
Spsht
I wonder if it ever need this, but the guns that time were not resilient and quite, they were fired with huge flames of burning gunpowder, the sparks went in a shrapnel spread as 7odays shotguns.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 5:42 am
by Hyuhjhih
Uzi, MG series AOWW (its been so long since i played it last time. So i dont know any drastic changes has came to it.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 9:44 am
by Stratego (dev)
Hyuhjhih wrote: ↑Tue Mar 16, 2021 5:22 am
Spsht
I wonder if it ever need this, but the guns that time were not resilient and quite, they were fired with huge flames of burning gunpowder, the sparks went in a shrapnel spread as 7odays shotguns.
what about making smoke like thing on shots, this barrel fire thing can look weird as all units have different position of weapons.
but a little smoke (like on "Cannoneer" i made - that is big one though) might be a little more obscure.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 9:46 am
by Stratego (dev)
Hyuhjhih wrote: ↑Tue Mar 16, 2021 5:42 am
Uzi, MG series AOWW (its been so long since i played it last time. So i dont know any drastic changes has came to it.
i like it very much!
i would only put in the bullets going everywhere (as dont forget attacking up and down will turn the animation too - so the "floor" will always change.
so if u could make bullets running everywhere randomly would be awesome.
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 10:00 am
by Stratego (dev)
QuadrupoleStrat wrote: ↑Tue Mar 16, 2021 1:05 am
Mezoam Swordsman, Jaguar warrior and Eagle Warrior wields Clubs with Obsidian Spiked edges so i think they need a different animation. Or Not. Anyways, i didn't add them to the list of Club wielders.
Btw, i really like the current Axe animation, it is so cool

especially when Berserker and Axe thrower uses it.
thanks all mace and hammer units are are set now
Re: Attack/fight/move animation ideas
Posted: Tue Mar 16, 2021 12:48 pm
by Stratego (dev)
mahout is too big to use it - maybe he need another one with tranlslated position of animation. - so it is removed now.
also new animation on skirmisher spear throw - experimental i am not so happy with it yet.
uos already
Re: Attack/fight/move animation ideas
Posted: Wed Mar 17, 2021 3:00 am
by Badnorth
The skirmisher one looks nice.
Re: Attack/fight/move animation ideas
Posted: Wed Mar 17, 2021 3:02 am
by Badnorth
i think elephant trample and Chariot Blades needs to be lowered to the bottom.
it is currently above the foot of the elephant and chariot unlike the elephant dust anim.
Re: Attack/fight/move animation ideas
Posted: Wed Mar 17, 2021 7:50 am
by Stratego (dev)
but i have not put any chariot and elephanttranple animation - or what u mean?
Re: Attack/fight/move animation ideas
Posted: Wed Mar 17, 2021 8:03 am
by Badnorth
Chariots and Elephants both have similar abilities, it is - Chariot Blade wheels and Elephant trample. When they activate their ability it uses the dust walk animation Elephants has. But, comparing the elephant move animation and the abilities, the abilities dust animation is slightly up the feet of the unit.
To see this we should use the ability Elephant trample or Chariot Blade wheels.