Elves Skin

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DreJaDe
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Elves Skin

Post by DreJaDe » Wed Jun 09, 2021 9:21 am

Just want to put it here for now. I'll put the other one later.
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lol.gif
lol.gif (1.78 KiB) Viewed 255 times
guardian move.png
guardian move.png (1.37 KiB) Viewed 255 times

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Badnorth
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Re: Elves Skin

Post by Badnorth » Wed Jun 09, 2021 11:38 am

Town Watch skins.
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skin Elf town Watch.png
skin Elf town Watch.png (793 Bytes) Viewed 242 times
unit_elf_eagle_town_watch_skin.png
unit_elf_eagle_town_watch_skin.png (1.3 KiB) Viewed 242 times
unit_elf_unicorn_town_watch_skin.png
unit_elf_unicorn_town_watch_skin.png (1.32 KiB) Viewed 242 times
unit_elf_deer_town_watch_skin.png
unit_elf_deer_town_watch_skin.png (1.13 KiB) Viewed 242 times
unit_elf_hippocampus_town_watch_skin.png
unit_elf_hippocampus_town_watch_skin.png (1.04 KiB) Viewed 242 times
Something. Something.

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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Wed Jun 09, 2021 9:21 pm

The sentinel one
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unit_elf_sentinel.png
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Wed Jun 09, 2021 9:25 pm

This one is just ear moving
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unit_elf_glade_vanguard.png
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Wed Jun 09, 2021 9:29 pm

Glade sentry skin
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unit_elf_glade_sentry.png
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lol-2.gif
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Thu Jun 10, 2021 1:30 am

Glade Glade Defender

The gif kinda is wrong because Ive used a different style but it should still show the animation of the unit but faster in the gif.
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def unic.gif
def unic.gif (2.53 KiB) Viewed 211 times
unit_elf_glade_defender.png
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Thu Jun 10, 2021 9:05 am

Perryton Defender
This is kinda inconsistent
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unit_elf_glade_peryton_defender.png
unit_elf_glade_peryton_defender.png (2.29 KiB) Viewed 181 times
perryton defender.gif
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Badnorth
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Re: Elves Skin

Post by Badnorth » Thu Jun 10, 2021 9:11 am

Add 1 more frame perhaps. It looks weird by just moving up and down in the Gif.
Something. Something.

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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Thu Jun 10, 2021 9:13 am

Unicorn defender
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unit defender.gif
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unit_elf_glade_unicorn_defender.png
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Thu Jun 10, 2021 9:30 am

Unic Sentry
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Thu Jun 10, 2021 10:22 pm

Before I continue. I would just like to ask
@Stratego (dev) @Savra

Does this work as skin?

Stratego (dev)
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Re: Elves Skin

Post by Stratego (dev) » Fri Jun 11, 2021 5:40 am

I try to avoid big and continous movements on units that is very noticable so on bigger armies not get too much.
eg. the "ear" moving is good as the moving part is not big, or the "move" is not so noticable. (however that ear moving is a little weird idea imho :)) i suggest to move a little flag, or a flame on a spaming arrow and such.

these bigger movements we can use when we will have timed/randomly played idle movements - when unit has its basic image/animation by default, but rarely it plays a movement animation in about every 30 seconds.

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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Fri Jun 11, 2021 7:12 am

Stratego (dev) wrote:
Fri Jun 11, 2021 5:40 am
I try to avoid big and continous movements on units that is very noticable so on bigger armies not get too much.
eg. the "ear" moving is good as the moving part is not big, or the "move" is not so noticable. (however that ear moving is a little weird idea imho :)) i suggest to move a little flag, or a flame on a spaming arrow and such.

these bigger movements we can use when we will have timed/randomly played idle movements - when unit has its basic image/animation by default, but rarely it plays a movement animation in about every 30 seconds.
I don't think the idea of flag and flame is good idea.

All to more with the Archer.


About the animation, I can talk this with Mak and he said that it's ok. Though of course the animation needs to be slowed which I don't really know how to so I just put the animation there.

The movement is basically 1 pixel up and down. I don't think it's much of movement.

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Anchar
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Re: Elves Skin

Post by Anchar » Fri Jun 11, 2021 7:52 am

You can slow down the animation by making more frames for each position, for example 3 top and 3 bottom going 3 after 3 (rather than one). You don't need to draw new frames, just copy.

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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Fri Jun 11, 2021 8:18 am

Anchar wrote:
Fri Jun 11, 2021 7:52 am
You can slow down the animation by making more frames for each position, for example 3 top and 3 bottom going 3 after 3 (rather than one). You don't need to draw new frames, just copy.
I said that wrongly I guess.

I do know how to slow it down by doing that but I don't know how much should I do it.

That's basically what I did to the infantry example.

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makazuwr32
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Re: Elves Skin

Post by makazuwr32 » Fri Jun 11, 2021 8:42 am

For that swordman i'd say 9 frames for basic stance and 3 frames for idle movement.
makazuwr32 wrote:
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Put some numbers, compare to what other races have and so on...
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DreJaDe
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Re: Elves Skin

Post by DreJaDe » Sun Jun 13, 2021 3:18 am

Stratego (dev) wrote:
Fri Jun 11, 2021 5:40 am
I try to avoid big and continous movements on units that is very noticable so on bigger armies not get too much.
eg. the "ear" moving is good as the moving part is not big, or the "move" is not so noticable. (however that ear moving is a little weird idea imho :)) i suggest to move a little flag, or a flame on a spaming arrow and such.

these bigger movements we can use when we will have timed/randomly played idle movements - when unit has its basic image/animation by default, but rarely it plays a movement animation in about every 30 seconds.

So about the 2nd statement. What does this mean exactly?

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