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AoD animations

Vault Dweller

Commissar, Red Star Studio
Developer
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28,035
I dropped a few gifs into the same gallery as the screens we posted last week. Download, take a look, and post some comments.

Link

Link
 

NeutralMilkHotel

Liturgist
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Dec 14, 2004
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389
Looks pretty damn good. You're fortunate to have those artists.

edit: And I agree, the walking one is pretty amazing in particular.
 

Fez

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I was kind of worried how it might turn out, but that's looking great, VD. The animation looks right and is nice and smooth. I like the details such as the hands sliding on the axe handle.
 

Ismaul

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What they said. You've got a better walking animation than a lot of commercial games.
 

Sol Invictus

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Awesome. Your game looks better than Civilization 4. If you add a lightmap the game will look a LOT better, too. Like Fallout.
 

Fez

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I'm glad this didn't have to go the way of one of those "does my bum look big in this?" moments.
 

Lancaster

Novice
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Jun 22, 2005
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Awesome! Honestly I didn't expect anything like that. Can't wait to see more
 

Human Shield

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Fucking awesome, walking animation is what I always wanted in roguelikes and indie-RPGs. I'll be donating $20.

How many armor types do you have? Using 8-sided sprites?
 

Vault Dweller

Commissar, Red Star Studio
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More thanks, fellas.

Human Shield said:
How many armor types do you have? Using 8-sided sprites?
Currently, 4 armor types plus various civvies for impersonating folks. 8-sided.
 

Ismaul

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If you really want some criticism, here's a nitpick.

While fighting, people usually move their legs, doing a transfer of weight form back to front to give strenght and speed to their attacks. You know, just like when you throw a baseball.
 

Whipporowill

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I found the attack animations to be a bit "chop-chop" (a bit too fast and diabloesque for a TB game, non?) and not lowering the axe or hammer realistically, but maybe that's just me. Walking animation is stellar on the other hand!
 

Vault Dweller

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Can you be more specific? Can you explain in details and paint me a picture of what's a better fit for a TB game? Just trying to understand.
 

Sirus

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Would be nice to see the character lean forward and put some weight into the attack. Otherwise it looks fine.
 

EEVIAC

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I agree with Whip. The attack animations just don't look very aggressive to me. If the weapon was drawn back further over the head and the follow through ended closer to or on the ground it'd look better. Its also a bit fast, there should be a slow back-lift with a fast release.

<edit> On second viewing there is a slow back-lift/fast release but there's not enough wind up. Particularly in the hammer .gif, it looks like he's just nonchalantly bopping someone on the head.
 

Ivy Mike

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I agree with Ismaul, Whip and EEVIAC. The avatar should do some transfer of his/her weight during the attack. A good example of this would be when you use the sledge-hammer in Fallout - it looks and feels like a heavy weapon. Other than that, the animations and avatars are very nicely done.

If possible I'd like to see an animated gif where the avatars are walking/attacking where you include the rest of the graphics, such as the tavern.
 

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