AuthorTopic: climbing  (Read 8007 times)

Offline pistachio

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Re: climbing

Reply #10 on: June 07, 2011, 03:50:08 pm

 ;D

Don't know; maybe it's just me but now the animation seems too fast. Is that going to be Spiderman? Only way it could make sense, after all.

Offline Candy Man Criminal

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Re: climbing

Reply #11 on: June 07, 2011, 03:52:11 pm
really? i feel like its a good speed
the old one kinda feel like the climb isnt important, but at this speed its like he REALLY wants to be up there lol

Offline toaster

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Re: climbing

Reply #12 on: June 08, 2011, 02:38:12 pm
I started on an animation for when he reaches the top of the ladder:

Here ar the individual frames:


Toaster
P.S. I'll finish the other animation soon.

Offline Decroded

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Re: climbing

Reply #13 on: June 08, 2011, 10:22:41 pm
Looks good so far but animation is going spastic on my phone browser so can't comment further. I'm curious though, how will u communicate a ladder to the player at that angle? It seems directly side on so can u show an example tile? Or maybe u should angle the guy a bit unless u going for only ladders that has individual runs sticking out from the wall?

Offline toaster

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Re: climbing

Reply #14 on: June 09, 2011, 12:31:56 pm
The angle is meant to be vertical because he's going to climb this kind of ladders:

:)

Offline toaster

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Re: climbing

Reply #15 on: June 09, 2011, 05:41:49 pm
I made a new version of my animation, but each time I want to save it as a gif file to animate it, the image turns into a big mess of colors. Because of that, I've no animated version for you. I'm sorry. :-[

But there is a not animated version:

Offline Decroded

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Re: climbing

Reply #16 on: June 10, 2011, 12:08:38 am
The angle is meant to be vertical because he's going to climb this kind of ladders:

:)
Its not the vertical angle I meant its just directly from the side so yeah I assumed one of those ladders. the angle of the ladder runs doesnt match the angle of the ground (unless they are spikes) which would look odd to me if I was playing but maybe im being pedantic?
I just wonder have u considered angling the wall so it faces more toward the player so we can see clearly that it is a ladder. Animation might not need to change much if it was just a slight angle...
« Last Edit: June 10, 2011, 12:12:25 am by Decroded »

Offline toaster

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Re: climbing

Reply #17 on: June 10, 2011, 12:05:52 pm
I just wonder have u considered angling the wall so it faces more toward the player so we can see clearly that it is a ladder.
The ladder on the left is more easy to recognise as a ladder. It's difficult to make it more clear steps because they're so small.

I understand what you mean, but I wonder if it's necessary. Doesn't it OK?

Toaster
P.S. Don't worry about being pedant. I really appreciate your advices. :)

Offline Decroded

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Re: climbing

Reply #18 on: June 10, 2011, 01:09:40 pm
I think that little bit of angle you have on the left side is what I meant, maybe just repeat that on the right side.
It would be one of those psuedo-perspective types that many retro games used...

Offline toaster

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Re: climbing

Reply #19 on: June 10, 2011, 01:26:33 pm
For the ladders this is better, but I don't think it's a step forward for the perspective. I'm going to try out some things, maybe this perspective is good enough too.

Which perspective do you like?
Bytheway, I've already noticed the mistake in the yellow-black stripes. I'll fix it soon.