Magic Sword

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Re: Magic Sword

Post by Doppelganger on Thu Jul 12, 2018 5:44 am

The space is so small that the sword doesn't fit. It looks funky right now, but I'll think of something.

Also I expect 20% of all the profits.

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Re: Magic Sword

Post by Zibo on Thu Jul 12, 2018 9:42 am

You will more likely be charged for 20% of my expenses since it will never earn any money. Very Happy
Fame and glory is the biggest profit though.

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Re: Magic Sword

Post by Zibo on Fri Jul 13, 2018 5:27 pm

Lots of work on unit statuses in last days, but after like 40h I finally got a mechanic that allows to trigger variety of effects on cast / new turn / taking damage / death and also passive abilities.

Added:
- Necromancer unit with Decay attack attribute, that adds a status, which summons a Skeleton on unit death
- Summon Skeleton ability
- Skeleton unit with passive status that decreases HP every turn
- Barracks unit training animation! Very Happy

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Re: Magic Sword

Post by gold on Fri Jul 13, 2018 6:18 pm

Nice!

@Pixelart: On Vlambeer s (Luftrausers, Nuclear Throne) Twitch channel i once saw a pretty decent Pixel art tutorial. They worked with quite small sprites as well. Might be worth checking it out for you... I am at work so cannot track the sources further myself.

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Re: Magic Sword

Post by Zibo on Fri Jul 13, 2018 8:22 pm

Well, don't know the channels or even Twitch Very Happy, so if you happen to find these you can throw 'em here. Yet I'm pretty sure you cannot learn such things in reasonable time without having this "thing" for it.

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Re: Magic Sword

Post by Doppelganger on Fri Jul 13, 2018 11:17 pm

Uh I'll try and work on the paladin during the weekend. Has been weird last couple of evenings, I fell asleep early plus today I have a fever.

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Re: Magic Sword

Post by Doppelganger on Sat Jul 14, 2018 11:48 am

Checking out my awesome VFX skills


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Re: Magic Sword

Post by Zibo on Sat Jul 14, 2018 11:54 am

Is he shouting or having headache? Very Happy

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Re: Magic Sword

Post by Doppelganger on Sat Jul 14, 2018 4:42 pm

Both? Headache cuz damaged, screaming cuz healing.

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Re: Magic Sword

Post by Doppelganger on Sun Jul 15, 2018 12:52 am

Paladin updated model with bigger shield and better armor (needs some more details) and new attack animation. It doesn't have the same impact, but feels more natural, IMO. What do you think?


Also trying the classic healing rain concept. WIP ofc

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Re: Magic Sword

Post by Zibo on Sun Jul 15, 2018 2:19 am

Looks fine. Swing speed needs to be boosted to have the impact I'd say.

Don't put too much effort in it - I make new unit graphics in max 2h. Very Happy

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Re: Magic Sword

Post by Doppelganger on Sun Jul 15, 2018 8:27 am

Zibo wrote:Looks fine. Swing speed needs to be boosted to have the impact I'd say.

Yeah the mid swing frame needs some tinkering.



Zibo wrote:Don't put too much effort in it - I make new unit graphics in max 2h. Very Happy

Well the whole point of me doing them would be that I spend more time with it and make them higher quality. Of course I started with the Paladin as a test and it delays it's implementation to the game, but I could go over the rest of the models in time.
Unless you don't want that, of course, because I don't want to hijack your project.

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Re: Magic Sword

Post by Zibo on Sun Jul 15, 2018 12:11 pm

You are not delaying anything. I'm working now on multi-status mechanics for the 3rd day. Very Happy The shit is complicated.

When you finish Paladin we will see how it fits with the rest of the game. Smile

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Re: Magic Sword

Post by Zibo on Thu Jul 19, 2018 7:57 pm

- Wizard unit added with crappy Energy Bolt animation and Freeze debuff
- Training Ground building that takes place of current Barracks
- Barracks will now produce next tier units like Knight, Paladin etc.

Next steps:
- Mage Tower that produces Priests, Wizards, Firemages
- Necromancer model remake
- Overhaul of unit statistics panel to icon-like
- Mechanic that allows to manage max AP and AP income
- Some kind of dark type building that produces Necromancers, Death Lords Very Happy
- Better AI that utilizes new mechanics and spells recently added (that one is pain in the ass, pretty much every new spell is now unique and requires different judgement method)

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Re: Magic Sword

Post by Zibo on Fri Jul 20, 2018 5:00 pm

Pixel-art level 9001. bounce

           

(I don't get it why all of those image hostings apply antialias :s, decreased size by 10 bytes)

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Re: Magic Sword

Post by Doppelganger on Sat Jul 21, 2018 2:28 am



I'll try and finish the Paladin soon. Days can be unpredictable when it comes to free time.

By the way, what are the criteria for general VFX/effects outside the character box like arrows and fireball?

Edit:

I tried adding some more details (symbols, stripes, etc), but it ended up being distracting so I dropped them.
Also sped up and redid the mid swing animations.



Strange... frame timing doesn't seem to come through the export...

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Re: Magic Sword

Post by Zibo on Sat Jul 21, 2018 12:29 pm

Only projectiles can appear outside the unit box. They are 40x40 gifs (so also can be animated) with direction pointing top.

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Re: Magic Sword

Post by Doppelganger on Sat Jul 21, 2018 3:15 pm

About the Paladin's heal though. Assuming it's a 3x3 area of effect, can I just do a 3x3 40px (so 120x120px) effect for that, centered on the Paladin model?

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Re: Magic Sword

Post by Zibo on Sat Jul 21, 2018 3:39 pm

Nope, no support for that. Current field animations will be just colours fading in and out, on new turn the affected fields will flash just like Priest's heal.

Meantime, Knight's shield stun. Very Happy



(making good-looking unit motion is so hard)

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Re: Magic Sword

Post by Doppelganger on Sat Jul 21, 2018 7:30 pm

Alright I need to find out how to properly export stuff. How come your figures are twice the size? Also I wrote in the game chat, does it still save previous messages? Bc I didn't understand what you meant with the projectile thing. Maybe we can use those to create bigger animations?



Also something is fucking with the opacity. Also frame timing works kinda weird, I sped up (removed delay) the animation and it looks good on PS, but then in GIF format it doesn't so I ended up deleting one frame. Still not as good....





It seems like I have some rogue pixels on the loose...


Last edited by Doppelganger on Sat Jul 21, 2018 9:09 pm; edited 6 times in total

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Re: Magic Sword

Post by Zibo on Sat Jul 21, 2018 7:59 pm

They are 40x40, check the image source - just resized on the forum.

Chat saves messages in server memory, so they are visible until server is restarted / new version is deployed.

Projectile - arrow / fireball etc. Those are 40x40 that change position between source field and target. So as of effects, only projectiles are to be prepared as images.

Paladin's healing aura should not have any casting animation (animations are not triggered on new turn start when aura will heal units) - maybe only cyclic animation on regular standing pose. Additionally I thought Paladin could also have some self-heal ability, so animation for this one would be needed.

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Re: Magic Sword

Post by Doppelganger on Sat Jul 21, 2018 11:50 pm

We'd need to check if transparent pixels work in the game, maybe it's just the browser acting weird?

Also is the healing aura supposed to be a passive effect? Then I guess no animation is needed. I could do a simple idle animation.

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Re: Magic Sword

Post by Zibo on Sun Jul 22, 2018 12:09 am

Semi-transparent pixels sadly don't work with gifs - this is what I also learned recently.
Yeah, a passive. Can be some delicate yellow waves floating around the unit while idle.

BTW: Training Ground visuals that I created disgust me - if you have some idea how to improve it, you are welcome to try too. Very Happy

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Re: Magic Sword

Post by Zibo on Sun Jul 29, 2018 7:56 pm

Patch v0.1.2920-pre-alpha-RC.9b released!

I was wondering quite a bit on how to manage AP income without making it as cheap as maximum AP available. So I came up with the idea of Upgrades Panel, where players are able to research a dozens of multi-tier upgrades for both units and non-unit related things (like AP management). Such upgrades cost ranges from 1-30 and requires to invest own AP across the turns to research each level.

I think of researching unit upgrades as choosing your own "build" for the game, thus upgrades will mostly be expensive and take huge amount of time to research. As a result players should be able to focus only on a couple of upgrade paths during one game making e.g. particular units outstandingly strong and viable (e.g. fully upgraded Priest would get AoE heal that is X times stronger, has lesser cooldown and has 2-turn sustained effect).

I'm planning the upgrades to increase unit basic stats (HP, damage, armor, moving range etc.), unlock additional abilities (also passive), modify currently possessed abilities' effect (like Necromancer summoning stronger Skeletons) and so on. Sky is the limit. Very Happy


Recent patch notes:
- Added Upgrade Panel expanded with TAB button or clicking the arrow on HUD
- Added tooltips that appear when hovering over: particular button to show hotkey; upgrades; units to train / buildings to build; unit statuses (traingle icon on upper-right corner of unit field); unit statuses descriptions


Time to create some map editor and adjust AI to new mechanics. Sad

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Re: Magic Sword

Post by Doppelganger on Fri Aug 03, 2018 10:34 pm

OK I have vacation now and I want to finally work on this.
Going to have a little trip from Sunday to Tuesday, but then I have a couple of free evenings so hopefully I can finally finish the Paladin.

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Re: Magic Sword

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