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Everything posted by Alexandermb
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Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
Couldn't add something like an stab because of the frames lenght yet it i did the aspis hit, i learned from the horse not to make different frames lenght animations or they will be broken. Btw i have to say the swordsman spart_champion_sword have too much attack range, if you put spart_spearman wich have a long attack range with the spear and the swordsmand attack each other, the swordsman have the same attack range of the spearman when he only has a small xiphos it think swordsman attack range needs to be reduced. -
Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
Updated with the sword hided notice that the last stab distract with the shield and hide the sword for make a deadly stomach wound, some minor clipping that wouldn't be noticed but still can be fixed. -
Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
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Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
isn't the aspis too much heavy to hit with the shield ?, for the roman legion i do plan to make that, but for the aspis i have my doubts also could collide the shield with the head prop. -
Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
Heres another row for spart_swordsman champion, i want to divide each civ in their respective combat discipline, weapons and shields, so we have more historical accuracy and more immersion. -
Wooden one, fits more.
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===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
ok so i've finally made it to switch the animation from relax to ready when approaching an unit to fight by just adding this in the actor file and those two in the UnitAI. can i go wild with the ready walking animations ? Btw maybe it could be deffined too on garrison type variants by get entity class (elephant, turret, wall, ship, building, chariot, horse) and make a ground unit have several animations variants for garrisoned. if someone want to checks in what i mean use this file and put 2 spart_infantry_spearman close enough to walk and fight, and place another guy far for move it freely. Spart_hoplites_attack_Animations.7z -
wowgetoffyourcellphone's gameplay design
Alexandermb replied to wowgetoffyourcellphone's topic in Gameplay Discussion
About batallions, is somehow possible to spawn an entity when units are in formation or define the first unit of the formation to play another animation of formation type in the UnitAi or Formation json file ? lets call it banner_wearer for example if phalanx formation is reached then the first unit of the formation will play 1 animation holding the banner of the unit class. I mean, this can be reached by making something similar of what i did for the roman testudo it could just be adding other idle_testudo animation or idle_walk animation, but in some point it will switch position with another unit and then it will be switching props but thats not the idea, what i think is better is just have one unit until the formation dies holding the banner. -
Its beautiful you saved me some time of 3D work, @Lion.Kanzen what you have in mind for the spherical back shield?
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Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
slightly moved further the prop weapon_R bone, added more frontal lenght when stabbing. Spart_hoplites_attack_Animations.7z -
Fighting techniques references
Alexandermb replied to Enrique's topic in Tutorials, references and art help
@Lion.Kanzen this works for greeks spearman? take a look in atlas using the mod only the spart_infantry_spearman_e has the variant with the attacking animations: Spart_hoplites_attack_Animations.7z -
i hope so it will need some balance changes but that remains in the hands of stan, mine is just artistic work, programming, balance or history knowledge is in yours.
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May i ask how long is your axe? i would like to know the lenght for make a single 2h animation instead of other animations for every kind of axe, for now i'm using the danish axe from millenium ad
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===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
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===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
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===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
thats something like the right animation in the first post, but the cardio for basic tired unit works, but for armed unit won't work too much, they rest their arms too much by laying in the thighs, for the infantry is needed something carrying staffs or a shield. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
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===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
i was working on it, maybe is time to resume it i left for learn more how armature works on four legged animals like in the horse last patch i uploaded, but now i think i could do it. Walking running and idle even feeding was already done, but i had strong problems with the attack animations. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
theres a lot of strong material in that video, cavalry animations, running animations, props. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
Another good point of having several walking types, other walk animations i have in mind is crouched slow walking when hunting wild fauna animals (Gazelle, deer), wolfs, lions and other wild dangerous animals should have another behavior variant for walking types, a wolf should run fast when attacking units, lions should run for attack units, crocodiles won't gonna run, if we have leopard or hiena they could be even more faster and more dangerous, none of them should just walk for attack an unit and always should chase the infantry if someone approach their territory. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
i could add an arrow struck in the body by using the same hands prop points like this, but it could look weird a battle swordsman against swordsman and suddendly a guy have an arrow in his stomach and says: “I used to be an adventurer like you, then I took an arrow in the knee.”, But if the death by unit type come some day it could fit. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
There is a lot of factors that could be added for make this works for example: if units is slowed down by injuries then javelins cavalry and archers will be stronger from afar right? Deadly as they should be, alright then as i proposed before the different walking type animation when the unit is "combat_approaching" is crucial to make a shielded unit type change from relax mary poppyins walking animation to something similar to this: a front shield walking/jog/running animation covering from the fire of the arrows and add a bonus to shield bearer units against arrows but if the unit isn't using a shield wich they are quite low in 0AD they wouldn't have bonus defense. I could do the animations whitout problems. Cavalry should always be dangerous for an injured batallion no mather wich animation they use or how slow are them, same as arrows. players will think it twice forcing a fight if they have planned retreat when their units reach dangerous hp level, defending players will be more stronger of course but that will force the attacking player to use more siege weapons. Variety, mechanics, strong strategy choices, realism, i don't see where it could fail after all big games like AoE DE have clipping and weird animations in some things and people don't criticize it, total war have the strong staring love story between units in a battle when they remain like 10 seconds looking each other before attempt a hit, AoE 2 switch weapons from left to right depending of the walking direction, Dawn of War have the moral System and is very good, battle realms have the injure animations as @wackyserious mentioned and i remember when i used to play it long time ago and never payed to much attention to the little details. Nowadays if the game is low poly like 0 AD but good looking it matters more the mechanics, complexity and performance than the animations changes but it always attract more people the new features no matter how small they are. Btw if this kind of units or structures are planned a simple arrow damage type protection small aura could make it work too. -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks
I'm using the same leg's movement of the unit animations left in the animations and meshes blender file available in the art repo. and they will look drunk or tired until the blood is added then it will look injured.] -
===[TASK]=== Wounded or Tired Animations
Alexandermb replied to Alexandermb's topic in Official tasks