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1075759 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:40:32 AM
TIGSource ForumsFeedbackDevLogsmoonman
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eigenbom
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« Reply #2400 on: May 13, 2014, 10:00:49 PM »

im gonna need to see that tree dude animated.

dithered to hell to compress filesize

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barneycumming
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« Reply #2401 on: May 13, 2014, 10:37:21 PM »

oh man this looks so awesome!

you were talking about working to make the combat/movement feel better, so i thought i'd put in my 2cents- this is an area where i have a lot of experience, and also an area where i see indie games so often not live up to their potential- just my personal thoughts though so obviously feel free to ignore

looking at your gif, there are incredibly easy cheap tricks you could use to get a stronger feeling of impact in your combat without adding new hit reaction animations or anything:

clear noticeable pushback on guy being hit
it looks like you might be pushing him back a little when he is hit, but it is not enough to really feel the impact.  the backwards force is either very slight, or it is being muddied by being mixed in with the force of his walking movement, or the falloff of the force doesn't have a sharp enough spike at the start to really feel it.  

to feel more impact, i would cancel his walking movement for a short time (like 0.2 secs) when he gets hit and give him a significant enough force (in the opposite the attacker's facing) to see him pushed back at least a pixel or two instantly, probably more.  That force would fall off on a curve like a reverse exponential or something, so the next update the push force is *0.5, then *0.5 again or whatever- so the curve has a very sharp spike at the start...

i don't know anything about the correct mathematical terms, but my animation curve would look like this

with force vs time

forwards movement for the attacker halting to give a feeling of collision
of course you may have perfectly good reasons for choosing to do something different here, but still i'll just say what i would to to get more impact.  

I would push the attacker forwards with a little extra force as he swings.  When he makes contact, i would either cancel his forwards movement, or give him a little shunt in the backwards direction, or both (depending on how big you intend the strike to feel).  

for me this is very important so you feel when you hit.  it doesn't have to be much movement to feel it, but then you have a clear feeling difference between making contact and swinging against the air

scale bounce on the guy being hit to substitute as a hit animation
this is such a useful trick for making impact feel on a budget.  non-uniform scale can give things a bit of a bounce, and layers nicely over whatever animation you've already made.

the instant a guy gets hit i'd multiply his sprite scale (with center point at the base of his feet so he stays planted on the ground) X:1.2 and Y:0.9.  the 0.1 seconds later i'd diminish the strength and invert the axis- eg. X:0.95 Y:1.1 to half the strength.  then 0.2 seocnds later i'd diminish and invert again to X:1.05 Y:0.975, then 0.2 seconds later i'd return him to x:1 y:1

those numbers are very rough guesses, i'd try different strength and timing til you find what's right for your art



well that's my big rambling suggestion- don't feel like i'm bullying you to do things my way Smiley i just like talking about this stuff and i really like moonman, and even though some or all of this might not be right for your game, it can't hurt to share what i think are some super easy tricks for getting more impact
« Last Edit: May 13, 2014, 11:26:38 PM by barneycumming » Logged

eigenbom
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« Reply #2402 on: May 13, 2014, 10:42:50 PM »

oh man this looks so awesome!

thanks dude, if only I had powerhoof's talent for pixel art! maybe one day we can join forces... :D
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barneycumming
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« Reply #2403 on: May 13, 2014, 11:20:52 PM »

hehe i don't think you need any help with pixel art- all the new improvements are looking amazing!

would be awesome to team up for a game jam or something some time Smiley
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eigenbom
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« Reply #2404 on: May 13, 2014, 11:42:31 PM »

Yeh, maybe I'll come over sometime and check out how crawl is coming along, and i'll bring a moonman build. PM me and let's arrange it. Smiley
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eigenbom
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« Reply #2405 on: May 14, 2014, 03:44:49 AM »

hey thanks for the editted post with the feedback, i'll take a closer look at it tomorrow, but it looks like great advice!
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Lemoncreme
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« Reply #2406 on: May 14, 2014, 06:16:01 AM »

Wow! He is terrifying!  Crazy
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eigenbom
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« Reply #2407 on: May 14, 2014, 11:50:04 PM »

@barneycumming Thanks for the tips! I implemented some of your suggestions and tuned some of my existing effects. The scaling effect in particular is very effective, and means I don't have to stuff around with hit animations any more, so thanks. Smiley

Update: Combat!



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DarthBenedict
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« Reply #2408 on: May 14, 2014, 11:59:13 PM »

All the attacks look like they do far more damage now.
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beeglebug
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« Reply #2409 on: May 15, 2014, 01:20:27 AM »

Agreed, it's amazing what a difference that makes, the combat feels way more substantial in the second gif.
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Bino
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« Reply #2410 on: May 15, 2014, 03:06:11 AM »

@barneycumming - wow just wow. What a difference. Do you have a list of tidbits like this? Would it work in 3d?

Very nice.


 Hand Any Key Gomez
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Irock
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« Reply #2411 on: May 15, 2014, 12:40:40 PM »

moonman looks creepy with that helmet on.

Please allow us to equip a moonman facemask over spooky helmets.
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Lemoncreme
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« Reply #2412 on: May 15, 2014, 07:40:39 PM »

Wow! That makes such a big difference in visual damage!  Coffee
That mask is pretty badass, in my opinion.
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Derqs
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« Reply #2413 on: May 16, 2014, 11:07:03 AM »

Love how this is coming along!
I like the look of the ent, but he doesnt really looks heavy enough, also because he walks so fast. I think a walkcycle like this would make him look a lot more stronger
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eigenbom
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« Reply #2414 on: May 16, 2014, 09:29:43 PM »

Thx guys, yep it's feeling so much better now.

@derqs Cute animation! I'll try to improve my guys walk cycle, thx.
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Noogai03
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« Reply #2415 on: May 16, 2014, 11:19:49 PM »

Yeah, Ents are supposed to be extremely heavy with very rigid joints, so they lumber about slowly and attack slowly with massive force (think of the first major boss from Dark Souls 2 (video))
Skip to about 1 minute in.
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So long and thanks for all the pi
happymonster
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« Reply #2416 on: May 16, 2014, 11:38:46 PM »

The new scale thing makes it look much better! Smiley  Kiss
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Tixel - Paint with shapes instead of pixels!
http://forums.tigsource.com/index.php?topic=44760.0
skittlefuck
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« Reply #2417 on: May 17, 2014, 01:17:33 AM »

This looks super awesome   Addicted
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Rat Casket
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TheRabbitInferno
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« Reply #2418 on: May 17, 2014, 09:58:39 AM »

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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poe
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« Reply #2419 on: May 17, 2014, 12:10:39 PM »

Screenshake with steps on big monsters nearby.
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