*Pops up from the weasel hole*
*Ok, goodnight!*
These are great! The crawling animation is
perfect. Thanks for the contribution!
A question/thought regarding the character's jumping: as bald dude cannot jump ridiculously high like many platformers, is the jumping going to be 'fixed'? As in, once you jump, you cannot alter his movement?
Nah, I don't think so. I (and more importantly, I gathered Arne) want more responsive control than that.
Either way, I think a nice detail would be actually colliding into walls (and falling onto your ass?)
We'd have to test things out and make a decision before doing something like that. I think that could pretty seriously alter how the game feels and how levels get designed. But it's something to consider! Keep the ideas rollin'.
Well I've been beaten to the punch by a far superior animator, but I'll post anyway because it's fun!
Yeah, never give up, NEVER SURRENDER. I still dig the animations you're posting.
But I think stuff like this will have to be tuned by BMcC to see what is fun, flows and works, what I wrote is just rough guidelines for the scale I had in mind, I didn't want to be too specific in my little list there. I wanted him to be agile and fun to control, but still somewhat realistic in his movements (fall death etc).
Alright, will do. I think a lot of stuff will come together as you and the community play the builds, too.
Maybe the first map should be a diverse obstacle course, to nail down his movement and establish his limits?
The test stage I made (mainly for testing the map loading and getting the guy moving) has that stuff in mind. I've got various jumps, climbing into a crawlspace, etc.. So hopefully we'll have any movement questions answered real soon.
A question for you, though -- Say you're standing next to a wall with a one tile high gap one tile up, like in the little movements mockup. From the mockup, it looks like you
can climb up through the gap, but I foresee a problem in that gripping onto ledges would be based around catching yourself after a jump and that ledge would be so low, you'd just land. I mean, I could obviously still let you catch the ledge, but I feel like it might be awkward. What do you think about pushing toward a one tile high barrier then up (the same button for climbing ladders) to climb up?
Re Ladders:
Faster down than up?
I was going to ask YOU that very same question yesterday, but it slipped my mind. Yeah, I think it would be cool if he climbed up rung by run, but could slide down fast, Rainbow Six style.
Let me know if you have any ideas for detailing.
I like the character just fine, but if you're feeling inspired I imagine you'd come up with something great.
(His face really does look just like that Little Britain guy, doesn't it! But without the glasses.)
Attaching a model sheet. Is this how you imagined him?
I can't find the attachment!
I'm pretty sure he's got arms and legs, even in the pixel version. At no point is there a gap between the hands/feet and his body. They're just short.
Yeah, my bad! I was mistaken. (GET USED TO IT
)
*This is why I've been been selfishly dibbing some animations. I wanted to get across how it "feels" to do these moves.
That's exactly the kind of stuff I want to see. I want the animations to lend to the character's sense of physicality, with a bit of personality dashed in for that down home, mom's cookin', old school taste.
That was harder than I thought it would be and it still isn't perfect... good enough for now, though?
Definitely good enough! Thanks.
Is this game going to be freeware and for PC(Windows)
Fo sho!
Might need a little more work. Hopefully it's enough for placeholder.
It is excellent, my friend! I can't believe so many great animations got done just in the time it took me to sleep.
If BMcC is coding in C/++ and using cross platform libraries...
I am indeed! It'll be cross platform no prob.
SO MUCH AWESOME, GUYS. I'll try to kick some arse today.