Its frame by frame animation... Tweening would work better if each part was a symbol that didn't change shape...(like what Gorepete does in his animations) but because I actually redrew each frame (most of them anyway), I kept the frames at 12fps. Frame to frame animation is tedious, but the overall effect (if animated right) looks much better then simply tweening symbols that don't change.Biles Wrote:Hmm, not bad I guess. The animation seems kinda choppy though I don't know if it's because of a low fps, or you did this frame by frame, or a combination. I bet this type of dash you're trying to achieve could also be pulled off with tweening. I'd be curious to see how that turns out.
We'll see. It depends on how these sprites turn out. To be honest though, at least from where I'm sitting, building it, testing it... the RPG turn base system gets old and redundant real quick, which is why I considered trying something new.trunks2585 Wrote:The dashing sprite looks great.
I really do hope you stick to the RPG system, that's one of the things that was making your game feel fresh, and it's not something we've seen much of around here.
AnotherArrow Wrote:Biles Wrote:Its frame by frame animation... Tweening would work better if each part was a symbol that didn't change shape...(like what Gorepete does in his animations) but because I actually redrew each frame (most of them anyway), I kept the frames at 12fps. Frame to frame animation is tedious, but the overall effect (if animated right) looks much better then simply tweening symbols that don't change.
Already on it. I just grabbed the tail from the current in-game model and pasted on the run animation as a temp.garm29 Wrote:I like the run animation but I think if you got some tail bouncing action other than the little up and down thing you got going on there, like if the mid section went up and down separately from the beginning and end, it would look perfect
I guess the best example would be her feet. In all my past projects.. and many projects on this forum, whenever a character walks / runs, the foot never bends... the toes, heel, and ankle are all static, unchanging. Another example would be the shading. As the character moves, the shadowing on the character never changes as well with tweening... at least not in a "normal" manner.Biles Wrote:Hmm, I'm not exactly sure what you mean by having parts of a shape changing shapes. If you look at my animations for example, I don't recall having all parts within my symbols changing shape at all. Maybe you could be more specific about it.
I saw what you were doing... but the way Krystal's uniform is designed, too many oddities and such occur when rotating some symbols.Biles Wrote:Well, look at my animations for example. I have feet symbols just for those occasions. As for shading, you do it in such a generic way that it works in many angles as possible. Can't wait to see what this idea you just had popped up in your mind, I'm hoping it involves tweening.
Users browsing this forum: No registered users