| Ragoon's Graphics For HoMM3SW | |
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+23robizeratul Tibor0803 szaman xxswwxx AkuAkuIslands Aescule Uhm Sir Albe Orzie Ragoon buffkaz Baronus Abekat Saki feanor djenic GodRage NikitaTheTanner Radagast82 dude BoseDrache Kivo Orothin 27 posters |
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robizeratul Elf
Messages : 186 Quality Points : 32 Registration Date : 2015-07-01
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-05, 02:14 | |
| Ragoon is a beast! now that's how you start a new year hehe Just don't get tired and overworked! I'm really glad you are helping out and making this amazing work, hope you keep doing it and having fun! because as always coming here and seeing what new stuff u made is a lot of fun! | |
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Orzie Master Modder
Messages : 2163 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-08, 03:47 | |
| Fantastic work. I think that the Manticore can be animated now. I like how you managed to get the tail looking on the right place with the new shape for wings.
The color transitions require fixing, but that can be done by me later. The more important work is the animation itself. ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-09, 06:08 | |
| First animation is done but probably not final, also made version for animating - 1:1 size:
________________________ https://www.facebook.com/ragoongraphics/
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Sir Albe Mage
Messages : 854 Quality Points : 452 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 01:28 | |
| Two improved dwellings: ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2163 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 02:27 | |
| Good job. Please remember that the dwellings should have only 2 squares (32x32 each) touching the ground, one impassable and the other one active. All the rest is set as completely passable by heroes.
Did you try to place them on terrains with the already existing dwellings put nearby? I have deep doubts about the current state of the Adobe and its upper edge. The lighting will probably need to be improved in future. ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 02:49 | |
| I did, it is as good as it gets (still far better than it was before): - IMG:
Small change to adobe: ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2163 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 02:58 | |
| Yeah, that's much better. Thank you very much for this.
I also love that Snowy sphinx and Wasteland Fort presented on the image.
My last suggestion concerns the Orc hut. Can you try to make the shadows on the left side (of each hut) more contrasting? Also, something should be probably done on the base of the hut - probably, a slight outline will be enough. ________________________ | |
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Sir Albe Mage
Messages : 854 Quality Points : 452 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 04:40 | |
| Very good looking The Adobe seems a bit small, but I don't think it is a problem though. | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-11, 05:05 | |
| Adobe is almost perfectly made for 2 squares (2 pixels left if I remeber) so I could make it bigger but too much effort now, probably after v0.8 release. ________________________ https://www.facebook.com/ragoongraphics/
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robizeratul Elf
Messages : 186 Quality Points : 32 Registration Date : 2015-07-01
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-12, 00:42 | |
| Damn that house looks really cozy! perfect for living hehe | |
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Sir Albe Mage
Messages : 854 Quality Points : 452 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-12, 02:49 | |
| It is funny how pigs (orcs) live in stick huts and are in the same faction as the wolf | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-13, 13:44 | |
| New flying (including starting, landing), idle and attack animations for manticore: Attack took me 2h to make this time, about 8 hours for everything And ofc these are not final, but a good start - Separate:
Flying Starting, Landing Idle Attack
I'll try to make death tomorrow and acolyte is next on my list PS Updated animations thread: https://heroes2.forumactif.com/t448-h3sw-creature-animations ________________________ https://www.facebook.com/ragoongraphics/
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robizeratul Elf
Messages : 186 Quality Points : 32 Registration Date : 2015-07-01
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-13, 23:01 | |
| Very good as always! I really like his head and the stinger! I said it many times but you have quite the talent for this! I have a suggestion, I would think the manticore has poison, no? So it would be a nice touch to see it! After the attack, when the stinger retracts it could drip poison. In the first frame it could be a lot (when it comes out of the victim) In the second frame a little less, and in the third almost nothing. Then the forth goes back to the idle black. What do you think of this? | |
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Agar Elf
Messages : 101 Quality Points : 160 Registration Date : 2015-07-21 Location : Russia
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-13, 23:12 | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-13, 23:28 | |
| - robizeratul wrote:
- I have a suggestion, I would think the manticore has poison, no? So it would be a nice touch to see it! After the attack, when the stinger retracts it could drip poison. In the first frame it could be a lot (when it comes out of the victim) In the second frame a little less, and in the third almost nothing. Then the forth goes back to the idle black.
What do you think of this? It is totally possible to do, although there is no point unless we will have posion as one of its abilities. ________________________ https://www.facebook.com/ragoongraphics/
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Sir Albe Mage
Messages : 854 Quality Points : 452 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-14, 01:19 | |
| Amazing! I am really stunned by this... Especially the start flying and landing animation is extremely smooth! I am also glad you found a propper solution to the paws. It looks much better now | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-14, 10:16 | |
| 2 new animations aaand it's ready for the beta! Getting hit: Death: //EDITStarted doing acolyte ________________________ https://www.facebook.com/ragoongraphics/
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robizeratul Elf
Messages : 186 Quality Points : 32 Registration Date : 2015-07-01
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-14, 22:11 | |
| Is it possible to have different animation based on the skills you have? To give 3 simple examples: When the death knight gives double damage, his sword takes fire. When the manticore attacks you can see the poison. When a unit casts a spell he makes a special animation and so on. Of course, you could add different attack patterns for example, but that would mean redoing everything, not practical...that's why simple adding a new animation effect could be cool. What do you think Orzie? I think it's a good idea, but it depends on the programming, don't know if it's possible. EDIT: As for you Ragoon, that guy looks like Frankenstein taking his limbs apart and putting them together haha | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-14, 22:21 | |
| robizeratul, yeah, it all depends on the programming and there is no chance for any of it for the beta anyway. I just wanted to show that he is ready to animate, like I had to redraw everything behind staff, arms, legs, head etc ________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2163 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-15, 16:08 | |
| - robizeratul wrote:
- Is it possible to have different animation based on the skills you have?
To give 3 simple examples:
When the death knight gives double damage, his sword takes fire. When the manticore attacks you can see the poison. When a unit casts a spell he makes a special animation and so on.
Of course, you could add different attack patterns for example, but that would mean redoing everything, not practical...that's why simple adding a new animation effect could be cool.
What do you think Orzie? I think it's a good idea, but it depends on the programming, don't know if it's possible.
EDIT: As for you Ragoon, that guy looks like Frankenstein taking his limbs apart and putting them together haha Concerning the Death Knight, it's much easier to implement the double damage ability in the way similar to its H3 relative. Occam's Razor, you know. Concerning a special animation for spellcasting - if I recall correctly, this is supported in the game (remember Ogre Shamans). Concerning new animations which were not previously supported in the game - it's a different case, and it's barely possible with our current plans and human/time resources. Moreover, the game doesn't need it so much as it needed, for example, colored flags or Heroes 2 style multi-colored fonts. ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-16, 04:25 | |
| Acolyte finished for the beta! - Separate:
Idle: Move: Shoot: Hit: Death:
________________________ https://www.facebook.com/ragoongraphics/
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Orzie Master Modder
Messages : 2163 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-16, 04:30 | |
| Fantastic job, my friend! Soon we will be ready for the beta testing! ________________________ | |
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Ragoon Minotaur
Messages : 358 Quality Points : 350 Registration Date : 2016-05-30 Age : 26 Location : Wrocław, Poland
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-16, 08:34 | |
| Soo I have used experience I gained and took on the treeant again, with much better results - Witch lineup:
________________________ https://www.facebook.com/ragoongraphics/
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Sir Albe Mage
Messages : 854 Quality Points : 452 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
| Subject: Re: Ragoon's Graphics For HoMM3SW 2017-01-16, 08:39 | |
| Looks much better. I like the design very much. A few things though; the feet seem a bit far from each other and the other eye of the creature can be seen which is never the case with H2 creatures static sprites. Feel free to take a look on this nice overview for inspiration PS. Great animation of the acolyte also! | |
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| Ragoon's Graphics For HoMM3SW | |
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