Cool.
Some thoughts on this:
- Use a tiny amount of space on the slow sections of the swing. There are inconsistent gaps in the spacing of the hammer head that work against the motion.
- You can use more than one multi frame in a row. Create a progression, just like any other animation, to make it flow together visually.
- The body shifts left and right a lot. This creates a weird visual pivot as if the head of the hammer and his body are rotating around the handle. If this is done to fit him within the canvas then increase the width. Being over sized won't matter if the collision is a separate object. I used a line, and onion skinning, to track the alignment.
The range of the attacks seem small now that I look at it.
This isn't that big of a deal.
In game I would tweak the players movement per swing.
Also action and reaction go together.
The enemy damage animations and behavior will help to amplify the motion.
Didn't have time but particles for each hit would also be nice.
Logged
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1