Author Topic: Merricksdad's Wake The Dead  (Read 763 times)

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« on: October 30, 2015, 02:27:26 pm »


               

Some of you have noticed I put up an animation-based project on the vault here. If you have questions or comments for additional resources, feel free to post them below.


 


I'm primarily building this for fun. About a year ago I had announced that I had the animations in progress, but I never put them out, along with quite a few other character animations. I got swept up in my want to finish at least one tileset this year, and I think I can still do that.


 


The vault listing has an updated list of what will still go in this project, but I'm certainly open to suggestions.


 


One thing I would like to change about them is that they have no connectivity from the get-up animations to the fall-down animations. When you kill my skeletons, they tend to change positions as they finish their fall to the ground, or otherwise just before they disappear after dying.


 


What I need to do is merge the start frame for the get-up with the end frame for the related fall-down animations. Hopefully that will help, but I don't already have those animations finished, like I do with the others, so it may take some time to finish those. I'll put that on a back burner for now.


 


In the near future, I should be able to get the rest of these skeleton animations fitted to OC skeletons so we can use them all shortly. I think I'm about half done with the ones I already have, and then there are about a third more that I don't have animations for yet which I want to have. It's all in the vault listing so far.


 


Let me know what you think, and what I can improve. Especially if you have alternative uses for the animations I use, or better ways of scripting in dead-appearing, or placeable creatures which spawn real creatures without fading in/out.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #1 on: October 30, 2015, 06:45:35 pm »


               

Playing with another animation today with some skeletons climbing up out of a pit tile. It works better when the edge of the pit is vertical, and when the edge is not offset from the walkable region.


 


qXN55xX.png



               
               

               
            

Legacy_YeoldeFog

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Merricksdad's Wake The Dead
« Reply #2 on: October 30, 2015, 08:01:16 pm »


               

Can this animation be used when skeletons climb up from the ground?



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #3 on: October 30, 2015, 08:11:41 pm »


               

It could. It isn't much different from the one I already did with skeletons coming out of the ground in variant 2 "hidden".



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #4 on: October 30, 2015, 08:58:19 pm »


               

It looks like the majority if OC tilesets don't offer pits or chasms you can place a creature directly against, or otherwise don't have vertical faces the skeletons can climb. The only place I have found so far that looks ok is the open grave in the rural tileset, and I think there is a tile in the caves/mines which has a cylindrical pit. The rest of the tilesets have too much unwalkable region between the play area and the pit, so I'd have to modify the offset position in the animations to make them look better. The problem with that is the tilesets all have different spacing around their pits, so no one number will work. It may be best to not bother with that specific animation anymore, and just let people use it in other situations, like YeoldeFog pointed out, and where you can find some vertical areas for it to climb out from.



               
               

               
            

Legacy_Proleric

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Merricksdad's Wake The Dead
« Reply #5 on: October 31, 2015, 10:08:27 am »


               

Have you tried the CRAP "climbing out of hole" animation?


 


Works very nicely with pits in most tilesets, creating the illusion that the creature starts inside the pit.



               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #6 on: October 31, 2015, 12:48:39 pm »


               

I will have to go look at that. Especially if it actually works on pit/chasm edges, rather than just vertical pits on tiles.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #7 on: October 31, 2015, 01:25:29 pm »


               

what is the animation which plays when you get up from sitting? It is simply sit on the ground played backward? I don't see one in the animation list marked as get up from sitting.


 


Edit:


the answer is yes. It is just the sit on ground played backward.



               
               

               
            

Legacy_Pstemarie

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Merricksdad's Wake The Dead
« Reply #8 on: November 09, 2015, 12:11:16 am »


               

Love the "appear" animation from the 2nd supermodel - so much so that I appropriated the animation super for Q. I've duped some of the Q skeletons, linked them to the supermodel, and added the "appear" animation to the animation super for the Q zombies. I might also add it to the Q ghouls. Nothing like a cemetery where the dead rise from the grave to attack... 



               
               

               
            

Legacy_Drewskie

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Merricksdad's Wake The Dead
« Reply #9 on: November 09, 2015, 03:47:59 am »


               

haha those skeles climbing out of a pit is the coolest thing I've seen in a while.



               
               

               
            

Legacy_Pstemarie

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Merricksdad's Wake The Dead
« Reply #10 on: November 09, 2015, 09:35:19 am »


               


haha those skeles climbing out of a pit is the coolest thing I've seen in a while.




 


Yeah, those animations really open a lot of creepiness for the undead.


               
               

               
            

Legacy_MerricksDad

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Merricksdad's Wake The Dead
« Reply #11 on: November 09, 2015, 12:16:32 pm »


               

More on the way. I finished the pinned-to-the-wall skeleton #1 last week, and am still working on about 20 more animation alts for this kit.



               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Wake The Dead
« Reply #12 on: November 09, 2015, 05:39:53 pm »


               

Interesting, I have an ancient p&p module where there is a vampire pinned to the wall with a disguised wooden sword...


 


TR



               
               

               
            

Legacy_3RavensMore

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Merricksdad's Wake The Dead
« Reply #13 on: November 09, 2015, 06:00:00 pm »


               

I've always had a fondness for skeletons.  Must be from a watched the Sinbad moves over, and over, and over again back in the day.  Still love those movies.  No mod is complete without a good skeleton fight or two....or three or...  You get the idea. 



               
               

               
            

Legacy_Tarot Redhand

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Merricksdad's Wake The Dead
« Reply #14 on: November 09, 2015, 08:11:11 pm »


               

Never mind Ray's Sinbad movies, it was Jason & the Argonauts for me.


 


TR