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[D] Colossus attack animation - Page 2

Forum Index > SC2 General
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WoodenSpider
Profile Joined April 2008
United States85 Posts
November 24 2008 21:44 GMT
#21
yeah, I think Doctorasul's animation thing looks pretty awsome. If you have to make the attack in a perpendicular line, that looks pretty awsome.
Ghastly
Profile Joined October 2008
United States32 Posts
November 25 2008 18:01 GMT
#22
Personally, I think the attack looks pretty good as is, and a horizontal sweep is pretty helpful in worker raids and with bunched up marines, especially if you can target a specific part on the ground.

If the beam damages friendly units, though, then I see a problem.
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
InRaged
Profile Joined February 2007
1047 Posts
November 25 2008 23:17 GMT
#23
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)
Manit0u
Profile Blog Joined August 2004
Poland17419 Posts
November 25 2008 23:27 GMT
#24
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 00:39:40
November 26 2008 00:25 GMT
#25
Wow, that looks like you spent a lot of time on it!

It's definitely better than the lots-of-mini-rays animation, if only because bombs can be dodged and that means more micro to be done, but I'm still hoping for something that's as far away from multiple almost parallel tiny mini-anythings as possible. As with the many-rays, I keep getting the feeling that units between 2 bombs/rays should receive less damage than those with one landing right on their head and I think it doesn't look destructive enough, it looks more like a lot of smoke with no fire.

That said, I'm jealous of your animation skills. What programs did you use, how much time did it take you and how much experience do you have with this kind of thing?

Edit: Tomorrow I'll start working on Manitou's version of the wave ("What if you changed this a bit for the wave to have fade-over time effect and where it goes it produces the 'hot air' effect like from the explosions in SC.") but I'm a complete noob at this so any help is appreciated!
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Ghastly
Profile Joined October 2008
United States32 Posts
November 26 2008 00:44 GMT
#26
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
Manit0u
Profile Blog Joined August 2004
Poland17419 Posts
November 26 2008 00:52 GMT
#27
On November 26 2008 09:44 Ghastly wrote:
Show nested quote +
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?


They did.



And it still sucks.
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 02:05:50
November 26 2008 01:48 GMT
#28
Yeah, the beams sweep one at a time and it looks really, really weak.

Alright, here's almost an hour's work.

[image loading]


It's just a primer of the animation and I figured this frame looks cooler than the other one. I'd love for the wave to leave trails like InRaged's bombs and maybe fade out completely about half way through to the ground, the only traces of it before the explosion being the "hot air effect" Manitou suggested (no explosion at all could work as well, just lots of units dieing at once). I have no idea how to start doing any of those things, so I'm hoping some of you animation gurus can chip in with some tips (or some really hard work ).
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
Last Edited: 2008-11-26 12:41:21
November 26 2008 12:39 GMT
#29
How about this attack animation:
[image loading]

As you can see the the Colossus fires four lanses that form a circle. The whole circle moves depending where the primary target moves and fires continuosly until the primary target is killed, any units surrounding the primary target within the AOE of the circle also take damage. The colossus re-fires only when the primary target is killed or when the player gives a different command, for example giving order to attack other target or when giving a move command!
Manit0u
Profile Blog Joined August 2004
Poland17419 Posts
Last Edited: 2008-11-26 13:00:45
November 26 2008 12:58 GMT
#30
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.
Time is precious. Waste it wisely.
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
November 26 2008 18:06 GMT
#31
On November 26 2008 21:58 Manit0u wrote:
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.

If you are looking at SC as realistic, then there is something very very wrong in the world.
4 lenses will fire forming a circle towards the end, only the circle sides would be seen, there won't be any color in the center if i may say it like that.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
November 26 2008 19:12 GMT
#32
ehhh.. can someone post a pic of what's so wrong with anime right now???
Manit0u
Profile Blog Joined August 2004
Poland17419 Posts
November 27 2008 00:02 GMT
#33


It starts at about 0:30.

Doesn't look too juicy, does it?
Time is precious. Waste it wisely.
Smurfz
Profile Joined May 2008
United States327 Posts
November 27 2008 01:11 GMT
#34
On November 26 2008 08:17 InRaged wrote:
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)


Wow that actually looks really cool.
InRaged
Profile Joined February 2007
1047 Posts
November 28 2008 01:13 GMT
#35
[image loading]


I think bombs fit colossus' insectish look very well. Imagine this huge, scary mechanical... mantis looks down at you, and then suddenly all this tiny stuff ready to explode flies right on you. Very powerful image.

Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

On November 26 2008 08:27 Manit0u wrote:
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?

You mean like this?
[image loading]


It could be made more 'aggressive' rather than 'scared', but I hope you get an idea :3
There's definitely enough room to make colossus less blatant and much more unique and badass, and lasers here are just not the good choice. Hell knows why blizz stuck on it ;p

Doctorasul, you are way overestimating complexity of these gifs and my skills (:
They're pretty straightforward and doing them rather tedious than hard. As for soft, I use ImageReady, but only cause it just like photoshop and I don't wanna bother learning anything else for the sake of couple gifs, gotta be much more organized and careful than usual though - things here turn into complete mess very fast ;P
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 28 2008 02:02 GMT
#36
it looks pretty awesome, i can imagine the horror of lines of workers when the bombs are in mid air
I've got a point, and i'm ready to kill or die for it.
Manit0u
Profile Blog Joined August 2004
Poland17419 Posts
November 28 2008 03:06 GMT
#37
Please Blizzard read this thread
Awesome work InRaged.
Time is precious. Waste it wisely.
anotak
Profile Blog Joined March 2008
United States1537 Posts
November 28 2008 04:22 GMT
#38
yeah that would be absolutely awesome, it's like reaver + lurker
Star.Dj
Profile Joined August 2007
United States71 Posts
Last Edited: 2008-12-21 02:14:27
December 21 2008 02:11 GMT
#39
Liking the bomb animation, nice work.

Actually I kind of like that circle attack idea too. Something like the attack animation burning a circle into the enemy unit with lasers before disappearing or holding a constant circle over them (continually outlining the circle with its lasers) until target is destroyed or changed.
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
Last Edited: 2008-12-21 02:42:37
December 21 2008 02:42 GMT
#40
On November 28 2008 10:13 InRaged wrote:
Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

*snip*


I like the increased cooldown thingy, but it'd also have to imobilise the colossus as well, otherwise you could just shoot then run away, so you'd have to be selective about when you used it.
u gotta sk8
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