High Quality Animations Project

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Re: High Quality Animations Project

Postby Xaser » Tue Mar 19, 2013 4:11 pm

Hmm, it looks like it might be better, but the sprite offsets in the animation are really wobbly so it's difficult to tell.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: High Quality Animations Project

Postby chronoteeth » Tue Mar 19, 2013 4:28 pm

You know, im thinking

Combine smooth animation with the texture lump and you can have even smoother looking weapons, like it transitions frame to frame much smoother.
User avatar
chronoteeth
abubub
 
Joined: 08 Sep 2004

Re: High Quality Animations Project

Postby Blox » Tue Mar 19, 2013 4:43 pm

Image
hehehehe
User avatar
Blox
I am Laziness Incarnate!
 
Joined: 22 Sep 2010
Location: Apathetic Limbo

Re: High Quality Animations Project

Postby Dortold » Tue Mar 19, 2013 5:00 pm

Blox wrote:Image
hehehehe

As disjointed as that is, I can honestly say that would still scare the fuck out of me. I'm imagining it teleporting a la Ringu girl every time the frame skips. O_O;;
User avatar
Dortold
 
Joined: 27 Jan 2013

Re: High Quality Animations Project

Postby Blox » Tue Mar 19, 2013 5:04 pm

That's not what this is all about. :P
Image Image
Knock knock, delivery time!
Image
User avatar
Blox
I am Laziness Incarnate!
 
Joined: 22 Sep 2010
Location: Apathetic Limbo

Re: High Quality Animations Project

Postby kb1 » Tue Mar 19, 2013 5:28 pm

Blox wrote:Image
hehehehe
Oh, THAT is bad-ass! :shock: Out of curiosity, what app did you use for the morph? I was thinking a morph could also be used to add inbetween rotations for 16-angle monsters, but, speaking practically, would those views really get seen enough to justify it?

Blox wrote:That's not what this is all about. :P
Image Image
Knock knock, delivery time!
Image
You've nailed it, right there! That's "smoove", man. 8-) To me, that captures pinky's movement just as expected - in other words, nothing jumps out as being non-authentic. And, it looks good! Hmmm, wish I could draw...and provide some assistance.
kb1
 
Joined: 11 Oct 2012

Re: High Quality Animations Project

Postby Blox » Tue Mar 19, 2013 6:02 pm

Image
lazy demon is lazy

As for what I'm using, Minigunner showed me this "Sqirlz Morph" program thingy, it's rather unsuitable for sprite work. (Which is why I scale it up with 4x xBR first, to at least retain some sharpness.)
Spoiler: Messy work is messy


Oh, and 16 rotations are quite noticeably smoother. And if you can take some tiresome dot placing work, you could try and see if it works out. :p
(I'd recommend setting the morph settings to Mix 2 however, because Mix 1 looks bad, and Mix (Wild) looks even worse.)
User avatar
Blox
I am Laziness Incarnate!
 
Joined: 22 Sep 2010
Location: Apathetic Limbo

Re: High Quality Animations Project

Postby USSRBear » Tue Mar 19, 2013 8:48 pm

This is looking very promising so far, keep up the hard work =)
User avatar
USSRBear
 
Joined: 11 Dec 2012

Re: High Quality Animations Project

Postby LkMax » Tue Mar 19, 2013 9:25 pm

This "light" version of the Brutal Doom blood could very well be added as a mutator...
User avatar
LkMax
 
Joined: 10 Aug 2012

Re: High Quality Animations Project

Postby Captain J » Wed Mar 20, 2013 3:00 am

i'm gonna play this wad because of your pinky! >:D
so what about cacodemon? just add a death animation?
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: High Quality Animations Project

Postby CaptainToenail » Wed Mar 20, 2013 4:07 am

Blox, I like these animations. :)

A problem though, is there actually enough tics to insert the frames into the monster's code? Also, won't this introduce Decorate coding problems? :?
CaptainToenail
 
Joined: 06 Jul 2007

Re: High Quality Animations Project

Postby .+:icytux:+. » Wed Mar 20, 2013 11:16 am

CaptainToenail wrote:Blox, I like these animations. :)

A problem though, is there actually enough tics to insert the frames into the monster's code? Also, won't this introduce Decorate coding problems? :?


One can always pick out the frames that are needed for a 1-tic animation, And you can always work around the Deocrate coding problems if you bother to do the semi-tedious process of making the otherwise simple code into the long code needed.
User avatar
.+:icytux:+.
Mr. Happy of the Day!
 
Joined: 17 May 2007
Location: Finland

Re: High Quality Animations Project

Postby CaptainToenail » Wed Mar 20, 2013 11:32 am

Yeah, I was thinking mainly of A_Chase. The code will be a repetitive mess too. :x

How are pain and idle states to be handled? For idle monsters, the 'foot-tapping' ideally would be replaced with stationary animations (with breathing/fidgeting movements?). As for pain states, will need some sort of recoiling movement most likely. Maybe a morph from the existing walking to pain frames?
CaptainToenail
 
Joined: 06 Jul 2007

Re: High Quality Animations Project

Postby Lance » Thu Mar 21, 2013 7:31 pm

Wow that's pretty smooth, though the demon's body seems to be shifting too much to the sides. Almost looks like he's about to fall over.
User avatar
Lance
 
Joined: 15 Mar 2013
Location: NYC

Re: High Quality Animations Project

Postby Matt » Fri Mar 22, 2013 1:15 am

Lance wrote:Wow that's pretty smooth, though the demon's body seems to be shifting too much to the sides. Almost looks like he's about to fall over.
Doesn't it normally look like that?
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 0 guests