Developer's Blog
Old 10-04-2009, 04:27 PM   #1
Terresquall
Member
 
Terresquall's Avatar
 
Join Date: Jun 2009
Posts: 314
Blog Entries: 2
Terresquall is offline

Default [ANIMATION] Toss


What's That

A long long time ago, there was a suggestion in the old DotA-Allstars forum that sought to improve Toss's spell animation. This is a revival of that suggestion.

The Improvement?

Essentially, what I'm trying to do here is to make Tiny play his "attack" animation when he casts Toss (by changing the spell's animation field in the Object Editor), so that it doesn't look like he telekinetically hurls his enemies up in the air when he tosses them.

Additionally, I'm also proposing what I think is a better landing animation for Toss. Having this:



...instead of this:



...which is Ladder's Warstomp animation, currently an animation in DotA shared by many skills.

The dust cloud is made from multiple models of the death animation of Abilities\\Weapons\\AncientProtectorMissile\\Ancie ntProtectorMissile.mdl. More specifically, 1 is positioned at the landing point, while the 12 more of them are positioned around the center one 125 distance units away at 30 degree intervals.

This little dust cloud also provides a better indication of Toss's area of effect.

Will It Affect Gameplay?

Tiny is quite famous for his 0 cast point, which means that all his spells have no casting time. Adding a cast animation wouldn't, in any way, change his spell's 0 casting time or how it works at all. It can still be cancelled instantly after it is cast like now (casting Toss still interrupts Tiny's orders even without a cast time).

And adding the animation isn't futile, because while Tiny has 0 casting time on his spells, people still take time to animation cancel it, so you actually can catch a glimpse of him doing something, instead of him standing still and telekinetically moving his rocks.

Testmap!

You can find it here.

Miscellany

It'd be great if Toss had a target cursor instead of a big fat circle when we're finding targets, because the current one is so misleading. It gives people the impression that they have to select a target area, not a target unit, and it leads to newer players having problems and not connecting Toss at all.
  Reply With Quote
Last edited by Terresquall; 10-04-2009 at 04:31 PM.
Old 10-04-2009, 04:29 PM   #2
ZΣD
Member
 
ZΣD's Avatar
 
Join Date: Jun 2009
Posts: 846
ZΣD is offline
Default Re: [ANIMATION] Toss

Yes,very nice

t-up
  Reply With Quote
Old 10-04-2009, 04:45 PM   #3
The Observer
Member
 
The Observer's Avatar
 
Join Date: Jun 2009
Location: Starton Manila.
Posts: 5,632
Blog Entries: 1
The Observer is offline
Default Re: [ANIMATION] Toss

i was thinking of this the other day. toss needs an impact animation, then here it is!

t-up.
__________________

Having a DotA 2 beta key is like being given a zombie cure. The mindless begging ends, along with the lack of social interaction with anyone. It's like you're all just there for the key, but once you get the key, the pain subsides and you get a little warmer inside.
  Reply With Quote
Old 10-04-2009, 04:53 PM   #4
GetTriggerUnit-
Member
 
GetTriggerUnit-'s Avatar
 
Join Date: Jun 2009
Location: Montreal, Québec, Canada, North America
Posts: 819
Blog Entries: 1
GetTriggerUnit- is offline
Default Re: [ANIMATION] Toss

I'd also add the effect (FLAK CANNON) attached to the target.

btw, Protecting that map is retard.
__________________
iTunes Control Simple program to control iTunes without needing Alt + Tab
Dota Gadget Windows Vista and Windows 7 gadget with Dota-Related utilities
  Reply With Quote
Old 10-04-2009, 05:29 PM   #5
qlq
Member
 
qlq's Avatar
 
Join Date: Jun 2009
Location: In the abyss of the unknown
Posts: 2,926
Blog Entries: 2
qlq is offline
Default Re: [ANIMATION] Toss

Oh well it looks good.
T-up.
  Reply With Quote
Old 10-04-2009, 06:00 PM   #6
Dark Mizuki
Member
 
Dark Mizuki's Avatar
 
Join Date: Jun 2009
Posts: 861
Dark Mizuki is offline
Default Re: [ANIMATION] Toss

Very neat, high quality suggestion. There's no harm T-Up-ing this idea, looks good thematically and helps gameplay as well (the dust cloud does give an impression of the AoE).

I'd really want to see this in the next version. =)
__________________
  Reply With Quote
Old 10-05-2009, 12:56 AM   #7
NoThlnG
Forum Staff
 
NoThlnG's Avatar
 
Join Date: Jun 2009
Location: Nowhere
Posts: 14,371
Blog Entries: 8
Send a message via MSN to NoThlnG Send a message via Skype™ to NoThlnG
NoThlnG is offline
Default Re: [ANIMATION] Toss

Looks good. T-Up[
  Reply With Quote
Old 10-05-2009, 01:02 AM   #8
AXN
Member
 
AXN's Avatar
 
Join Date: Jun 2009
Location: Philippines
Posts: 720
AXN is offline
Default Re: [ANIMATION] Toss

Quote:
Originally Posted by Terresquall View Post
What's That

Miscellany

It'd be great if Toss had a target cursor instead of a big fat circle when we're finding targets, because the current one is so misleading. It gives people the impression that they have to select a target area, not a target unit, and it leads to newer players having problems and not connecting Toss at all.
The whole suggestion is great and better than the old one. This is why I support this suggestion but also I wanted what Terresquall said about the target cross-hair of the skill. It should be a cross-hair rather than an AOE circle since it confuses players.

Yes it does show the AOE range BUT common-knowledge of using the AOE circle is that it can be targeted on the ground. A simple cross-hair will make it target accurately and user-friendly. AOE of the skill can be placed in the tool-tip description of Toss.
  Reply With Quote
Old 10-05-2009, 07:45 AM   #9
Jenova-
Forum Staff
 
Jenova-'s Avatar
 
Join Date: May 2009
Location: Argentina
Posts: 1,574
Send a message via MSN to Jenova-
Jenova- is offline
Default Re: [ANIMATION] Toss

Flawless, as most of your suggestions. Good to see you are also around these parts
  Reply With Quote
Old 10-05-2009, 09:54 AM   #10
thoby123
Member
 
thoby123's Avatar
 
Join Date: Jun 2009
Posts: 913
Blog Entries: 1
Guide Writer Award 
thoby123 is offline
Default Re: [ANIMATION] Toss

Fantastic as ever, glad to see the master's work at hand
__________________
Bottle fame, brew glory- A guide to the underloved, underestimated Alchemist. Now comes in semi-Premium quality!
Currently trapped in study limbo, spastic activity for now
SUGGESTIONS: Give Lich jazzhands! Alchie needs a new Greed! Pit o' Malice needs more pizzaz! Flesh Golem/Tombstone makeover anyone? Upgrade Complete! Newbie-friendly commands! Make BH's Wind Walk synergise! Make Gnoll a Gnoll!
IMPLEMENTED: Give Dirge some real disease!
  Reply With Quote
Old 10-05-2009, 09:57 AM   #11
king_james
Member
 
king_james's Avatar
 
Join Date: Jun 2009
Location: Makati City, Philippines
Posts: 4,153
Blog Entries: 6
king_james is offline
Default Re: [ANIMATION] Toss

Holy Shi-. Nice eye-candy for this Toss.

Support for shore.
__________________
My pride and honor:
  Reply With Quote
Old 10-05-2009, 10:25 AM   #12
noerK
Member
 
noerK's Avatar
 
Join Date: Jun 2009
Location: Germany, NRW
Posts: 199
Send a message via ICQ to noerK
noerK is offline
Default Re: [ANIMATION] Toss

im not at home for now, so i can't watch the testmap.

i like each part of your suggestion, but got one little question:

Will it make any kind of sound at toss/impact?
__________________
Check out my suggestions:

- -
  Reply With Quote
Old 10-05-2009, 03:10 PM   #13
atomchoco
Member
 
Join Date: Sep 2009
Location: PH
Posts: 280
atomchoco is offline
Default Re: [ANIMATION] Toss

definitely t-up
  Reply With Quote
Old 10-05-2009, 04:47 PM   #14
DuKKY
Member
 
DuKKY's Avatar
 
Join Date: Aug 2009
Posts: 1,140
DuKKY is offline
Default Re: [ANIMATION] Toss

T-up! maybe add like a wind trail animation behind the unit getting tossed
__________________

PROUDLY A CREATORS GUILD MEMBER
CERTIFIED S.R.T MEMBER
My hero creations

My Remakes
Access all this Here
  Reply With Quote
Old 10-05-2009, 07:59 PM   #15
MurazorOFAngmar
Member
 
MurazorOFAngmar's Avatar
 
Join Date: Jun 2009
Location: Toronto, CA
Posts: 4,890
Blog Entries: 21
MurazorOFAngmar is offline
Default Re: [ANIMATION] Toss

Looks really nice, T-up.
__________________
IGosu


Us.East

Dota since 2002 - RoC -
Warcraft since 1997
  Reply With Quote
Old 10-05-2009, 08:00 PM   #16
Super-sheep
Member
 
Super-sheep's Avatar
 
Join Date: Aug 2009
Location: Finland
Posts: 2,504
Super-sheep is offline
Default Re: [ANIMATION] Toss

t-up

and war stomp effect indicates more likely a stun so it fails :l
  Reply With Quote
Old 10-06-2009, 08:29 AM   #17
EseQueL
Member
 
EseQueL's Avatar
 
Join Date: Jun 2009
Location: Ernas
Posts: 555
Send a message via Yahoo to EseQueL
EseQueL is offline
Default Re: [ANIMATION] Toss

T-up!
  Reply With Quote
Old 10-06-2009, 11:26 AM   #18
Ame-furi
Member
 
Ame-furi's Avatar
 
Join Date: Oct 2009
Location: Singapore
Posts: 22
Send a message via MSN to Ame-furi Send a message via Skype™ to Ame-furi
Ame-furi is offline
Default Re: [ANIMATION] Toss

__________________

[+]
Sacrilege
[+] pain is inevitable suffering is optional
__________________

  Reply With Quote
Old 10-07-2009, 03:05 AM   #19
Terresquall
Member
 
Terresquall's Avatar
 
Join Date: Jun 2009
Posts: 314
Blog Entries: 2
Terresquall is offline
Default Re: [ANIMATION] Toss

Quote:
Will it make any kind of sound at toss/impact?
It will. The dust cloud animation is hardcoded to produce a sound when it is played.
  Reply With Quote
Old 10-07-2009, 06:03 AM   #20
Rizenix
Member
 
Rizenix's Avatar
 
Join Date: Jun 2009
Location: Earth, obviously
Posts: 1,118
Send a message via MSN to Rizenix
Rizenix is offline
Default Re: [ANIMATION] Toss

Like it! T-Up!
  Reply With Quote
Reply


Forum Jump

Thread Tools