Critique > Pixel Art

How to Handle Instance Animation on Moving Charackter? (Solved)

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appo:

--- Quote from: eishiya on July 16, 2019, 12:56:55 pm ---The captcha should go away, I can't remember the last time I saw one.

If the only change is the position of the gun sprite, then you might as well use one sprite and just change the gun anchor in the character's animation, so that the gun moves with them. That also would make it easier to have multiple guns or multiple characters who might hold the gun, since you wouldn't have to animate all their bobs :D

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good to know, hope its just a time limited thing and not bound to the amount of posts.
i will try that then. sheet to test that stuff out is done so i will give it tomorrow a try in unity and see if i can fit all together.



--- Quote from: daramon on July 17, 2019, 08:46:47 am ---I love the character!
The landing looks a little soft though. I'd expect more impact for something that looks that heavy. It seems like it's gently easing into place when it hits the ground.
Either play the landing frames much more quickly than they are right now, or remove a few. Also an exaggerated bounce of the central section on landing would help convey the feeling of weight and inertia.
Unfortunately the original you posted looks like it's blown up in size, so I can't make an edit. For future reference, if you post artwork at the original 1-to-1 pixel ratio then we can click on the image to expand it to taste.

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nice, didnt know this forum has this kind of feature. updated the startpost with the original sized ones.
the whole animation frames are not set in stone which is why i didnt worked them out and let em rough. its for now more or less a placeholder to have something  for unity to work with, but feel free to give it a go. just because i am not done doesnt mean i take no feedback on that part. i dont wanted to lose myself in details before i managed to learn the whole working process and solve the issues which occurs on that road. my initial question as a example was one of them and there will be for sure more to come.

when the whole basic unity stuff is set i will focus then more on fleshing the pixel art part out and i will most likely come here and ask for feedback again for certain things. btw, since this is a pixel art forum and not a unity one...do you know any good place where i can get some help on that part /unity workflow for sprite based games/ when issues pop up or do you guys are into it so that i can ask here?

daramon:
I'll have a go if I get some time, but I've been caning this forum recently and I have my own sprites to get into Unity! I might wait until you specifically ask.

I'm certainly up for Unity talk, but I can't talk for the rest of the board. This section is more about technique, there may be a different area on here? Maybe "Devlogs and Projects?"

Kiana:

--- Quote from: appo on July 16, 2019, 11:25:21 am ---does the reply captcha thing goes away after a period of time being a user here? kinda...annoying...

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Yeah, I'm not sure what the internal settings are exactly but that's only for new users to help cut down on spam.


--- Quote from: appo on July 17, 2019, 09:33:01 pm ---btw, since this is a pixel art forum and not a unity one...do you know any good place where i can get some help on that part /unity workflow for sprite based games/ when issues pop up or do you guys are into it so that i can ask here?

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You can post a thread about it in "General Discussion" if you have a specific issue or need tips on workflow, etc. Plenty of people here work in gamedev so I'm sure you can get some help. You can also post a devlog for your project in "Devlogs and Projects" if you want to spread word about it and get feedback on your updates.

appo:
i think i will open then a thread in the general section. thx for the infos.

daramon:
Is this any help?

https://nielson.io/2015/10/fixing-gaps-between-sprites-better-2d-in-unity-part-2

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