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BMcC
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« Reply #200 on: February 24, 2007, 08:00:32 PM »

I mean "actually" crouching, but I'll add that to the growing collection of animations.  You're very talented!
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Derek
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« Reply #201 on: February 24, 2007, 08:14:40 PM »

I mean "actually" crouching, but I'll add that to the growing collection of animations.  You're very talented!

Why does he need an "actually crouching" animation?  Then we need a "crouching to crawling animation," too, right?
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BMcC
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« Reply #202 on: February 24, 2007, 08:19:04 PM »

He needs crouching so he can sit stationary under 1 tile high ceilings.  And for the possibility of ducking hazards.

Also, at this resolution I don't think we really need transitions (though they do look nice).
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Xion
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« Reply #203 on: February 24, 2007, 08:25:11 PM »

You're very talented!
Thank you Grin.
If he were just kneeling or something it wouldn't make much of a height difference. Maybe 3 - 4 pixels? With an actual just crouching pose, would that turn this into one of those kind of games where, even when crouching, the player could get hit by projectiles? I hate that.

Oh, reply.

For a character this small I think just one crouching state would do. His head is so big that, like I said above, a crouch would only make around a 4px difference. And if that actually did allow him to avoid obstacles, that would mean the obstacles would all have to just hit at maybe forehead height and above...?

He needs crouching so he can sit stationary under 1 tile high ceilings.
How would he get under 1 tile high ceilings without crawling there?
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Derek
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« Reply #204 on: February 24, 2007, 08:27:22 PM »

Yeah... he's so small that in order for him to crouch in a passage he'd have to be just a head.  What's wrong with just having him be lying on his belly the way he is now?
« Last Edit: February 24, 2007, 08:29:57 PM by Derek » Logged
BMcC
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« Reply #205 on: February 24, 2007, 08:29:40 PM »

There's nothing wrong with that!  That's what I mean.

Maybe a better way to word it would be "crawl idling" or something?  You know, him just sitting there.

How would he get under 1 tile high ceilings without crawling there?

Climbing up a ladder.  Tongue
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Xion
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« Reply #206 on: February 24, 2007, 08:35:09 PM »

Ooohh...Okay. Little misunderstanding.
A "crouching/crawling" idle animation would be a bit much, I think, seeing as how, at this size, a single pixel can make alot of motion, so would a still frame be better? Maybe blinking at intervals to show he's still alive?
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BMcC
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« Reply #207 on: February 24, 2007, 08:36:15 PM »

Hmm... perhaps.

You're the one animating.  Wink

EDIT:  Goodness, testing with the graphics and animation in place is a joy.  The little guy's just so cute!
« Last Edit: February 24, 2007, 08:51:56 PM by BMcC » Logged

Derek
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« Reply #208 on: February 24, 2007, 09:03:38 PM »

Ooohh...Okay. Little misunderstanding.
A "crouching/crawling" idle animation would be a bit much, I think, seeing as how, at this size, a single pixel can make alot of motion, so would a still frame be better? Maybe blinking at intervals to show he's still alive?

Yeah, that's what I was (very slowly) trying to get at. Wink
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vitaminNewB
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« Reply #209 on: February 24, 2007, 09:11:47 PM »

Alri-E 

I know ladders aren't in this build, but i did climbing anyway.   Lips Sealed Grin
And added the dismount at the top of the ladder.  Thought I'd help keep things going.  Good Stuff.

I'll get you the separate sprites for the top in a tiny bit. 
Gotta go for a bit.


ladder climb and dismount(Had to export to flash swf cause the .gif was pOOped)
http://www.geocities.com/newbyjuice/climb_top_of_ladder.swf

ladder crawl(use the sprites. the .gif anim is a little jacked)




..You're very talented!

Seriously!
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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

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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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« 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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« 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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