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878966 Posts in 32949 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 02:32:03 AM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 1
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Xion
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« Reply #210 on: February 24, 2007, 09:34:35 PM »



So, every frame but the transitions and blinks last pretty long. Especially the first one. He's 1px taller than when crawling.
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BMcC
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« Reply #211 on: February 24, 2007, 09:39:46 PM »

@vitaminNewB:  Sweet, thanks!  I eagerly await the sprite sheet.  (When you arrange it, can you fix the background in place as he climbs up?  Like Bezzy eventually did with the ledges?  If not, no big deal.  It's actually not a big deal to code with the animation system I put in place.)

@Xion:  Hehe, awesome.  You infuse so much character into your animations, I gotta say.  It's great.

See?  Aren't you glad I pressured you into that, now?  Wink

EDIT:  Oh, and I've noticed that, unfortunately, Bezzy's jump animation doesn't fit very well.  It's too... lateral, I guess.  (I think he mentioned that himself, actually.)  If anyone could do one that maintains the form of the character a little more rigidly (think Mario), that'd be great.

The way I have it coded, it's actually two animations (Jumping and Falling).  Jumping would be the jumping up animation and would stay on its last frame until descent.  When descending, either from a jump or walking of a ledge, the falling animation would cue.  (A good example is Bernie's character in Sky Hammer, I think.)
« Last Edit: February 24, 2007, 09:47:20 PM by BMcC » Logged

vitaminNewB
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« Reply #212 on: February 24, 2007, 10:30:49 PM »

@vitaminNewB:  Sweet, thanks!  I eagerly await the sprite sheet.  (When you arrange it, can you fix the background in place as he climbs up?  Like Bezzy eventually did with the ledges?  If not, no big deal.  It's actually not a big deal to code with the animation system I put in place.)

No Prob.  Tongue

i'll get you that in a few secs.

I'll wait on the Bezzy jump.  I think Xion could do it. Wink
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Madgarden
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« Reply #213 on: February 24, 2007, 10:45:19 PM »

OK, 'bout time I contributed something other than yap. Wink So, here's a ceiling shimmy!







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Xion
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« Reply #214 on: February 24, 2007, 10:56:42 PM »


Can you stop it at the last frame?
I'm not sure it meshes well with bezzy's cliffhangers...It should though...just get rid of the delay on the first frames of bezzy's to make it look like he's pushing off.

I'll wait on the Bezzy jump.  I think Xion could do it. Wink
You got that right Smiley

This guy is sooo much fun to animate. Kiss

Whoop, new post.

Madgarden: That is awesome!
...you gave him legs!
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« Reply #215 on: February 24, 2007, 11:00:41 PM »

Madgarden: That is awesome!
...you gave him legs!

Yea I did, heh. I've seen them in some of the other animations, so I figured it was OK. Feel free to hack the animation to pudge him up more though!
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BMcC
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« Reply #216 on: February 24, 2007, 11:04:15 PM »

OK, 'bout time I contributed something other than yap. Wink So, here's a ceiling shimmy!

Very nice, sir.  For the Mission Impossible level, yeah?

Can you stop it at the last frame?
I'm not sure it meshes well with bezzy's cliffhangers...It should though...just get rid of the delay on the first frames of bezzy's to make it look like he's pushing off.

Yeah, I can.  All frame delays are done in-code.

Keep the awesomeness coming, guys!

EDIT:  A standing up from crouching/crawling animation would be good, too.  But it would effect the mechanics in that you'd have to wait for him to drop/get back up.  I'm cool with that, though, if everyone else is.  I think the gameplay is going to be pretty deliberate, so it should fit fine.  And I'd make the animation quick and painless.
« Last Edit: February 24, 2007, 11:10:28 PM by BMcC » Logged

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« Reply #217 on: February 24, 2007, 11:07:14 PM »











This guy is sooo much fun to animate. Kiss

Whoop, new post.

Madgarden: That is awesome!
...you gave him legs!

And Pony Tails.   :D
Love it!




Alright-E here's the sprite sheet BMcC.
fixing up the ladder one now.




EDIT:
Fixed Ladder climb sprite sheet


« Last Edit: February 24, 2007, 11:24:05 PM by vitaminNewB » Logged
Xion
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« Reply #218 on: February 24, 2007, 11:33:37 PM »



The start hop has 2 "wind up" frames. All the frames go quickly & evenly.
The end hop's frames last longer, cause, you know, at the top of the jump there's the arc and stuff.
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BMcC
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« Reply #219 on: February 24, 2007, 11:39:25 PM »

Lookin' good, dudes.  Smiley  I gotta get to bed now, though.  Cry

How much new and exciting stuff will I find in the thread tomorrow?  I can't wait to find out!

Awesome job, everyone!  Should be wrappin' Milestone One up tomorrow for Monday's release.  Then:  Design!

Night.
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Madgarden
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« Reply #220 on: February 24, 2007, 11:41:51 PM »

Very nice, sir.  For the Mission Impossible level, yeah?
the animation quick and painless.

Yes sir... I believe it's called the "climbing ceiling" on the big sprite sheet. At least, I hope that's what I just drew. :D

And Pony Tails.   :D
Love it!

Or flappy bald-guy-mullet, if you will. Wink

UPDATE: I've edited the existing animation to better match the "legs" of the other frames, and clarified his Franciscan hair-do movement.
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Xion
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« Reply #221 on: February 25, 2007, 12:19:23 AM »

A standing up from crouching/crawling animation would be good, too. 

Anything else?
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Madgarden
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« Reply #222 on: February 25, 2007, 12:30:59 AM »

Destroy him, my robots.



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Derek
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« Reply #223 on: February 25, 2007, 12:31:16 AM »

You guys freakin' rule.

A standing up from crouching/crawling animation would be good, too. 

Anything else?

Generic death animation?

Death by falling too far animation? Smiley
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Inane
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« Reply #224 on: February 25, 2007, 12:48:26 AM »


Does it have to blink?
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
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