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Pixel Art / Re: Tezca's 8-bit Style Sprite
« on: November 17, 2016, 04:28:41 pm »
Most games fudge their character collision boxes, and only have movable collision boxes for attacks. It's usually not a problem to have the hitbox and art not match slightly for a couple of frames.
That said, I think the animation could use a bit more work before you worry about hitboxes, and perhaps in working on it more, you can solve the hitbox issue. The character doesn't step forward, they seem to slide forward instead, and their cape feels weightless because there's (almost?) no delay in its motion compared to the character.
One solution to give the character more thrusting power for their attack without moving them too far forward would be to have them move backwards during the wind-up, so that when they thrust forward, they're actually very close to the starting position, while still looking like they took a big step forward. That can help you make a smooth transition to idle, too! It'll also allow you to have the cape move around more and show its weight and motion more clearly without having it move too far away from the character.
That said, I think the animation could use a bit more work before you worry about hitboxes, and perhaps in working on it more, you can solve the hitbox issue. The character doesn't step forward, they seem to slide forward instead, and their cape feels weightless because there's (almost?) no delay in its motion compared to the character.
One solution to give the character more thrusting power for their attack without moving them too far forward would be to have them move backwards during the wind-up, so that when they thrust forward, they're actually very close to the starting position, while still looking like they took a big step forward. That can help you make a smooth transition to idle, too! It'll also allow you to have the cape move around more and show its weight and motion more clearly without having it move too far away from the character.