Pixelation

Critique => Pixel Art => Topic started by: Pix3M on January 10, 2015, 01:55:06 am

Title: Away from Quest - Fighting Animations
Post by: Pix3M on January 10, 2015, 01:55:06 am
What better than to try something very difficult?  :P

Some background info: I am spending free time on a personal project which I am programming in Javascript. It is an idle game, which the game plays itself as the hero fights monsters, levels up, and collects loot to sell. Additionally, I am testing a coding trick that forces balance between a variety of classes by forcing battles to last a specified number of turns. Pretty much an RPG but without large scope on programming and careful balancing, except for the art.

The game runs at 30 ticks per second, regular attacks lasting for 45 ticks, critical attacks I think should be good at 75 ticks. (as of writing, I haven't checked how long this critical attack lasts). This is a regular 'fighter' that hasn't went through any advancements. Going for a cocky, reckless, naive and very inexperienced, hot-headed character.

And current points of confusion I have so far:

(http://i62.tinypic.com/293k6zq.gif)
Title: Re: Away from Quest - Fighting Animations
Post by: ErekT on January 11, 2015, 12:23:03 pm
Try a little squash'n'stretch. A blob monster like that is begging for it! To get more sense of impact you can do several things, like add a white flash, slowdown, sprite shake, and if you wanna go all out; screen shake. I miss another frame of follow-through for the sword guy right after impact, not necessary but it would give the hit a feeling of more weight put into it. The hop back is kinda angled with an equal amount of distance covered for each frame. Try adding more curve and focus more on the anticipation/follow-through frames than smooth transition from A to B(my edit isn't nearly enough). Hope that helps :)

(http://i834.photobucket.com/albums/zz263/ErekT_Pixel/pix3m_2_zpsvl2zh36u.gif)
Title: Re: Away from Quest - Fighting Animations
Post by: Cyangmou on January 11, 2015, 12:49:57 pm
since it's looking extremely similar to Zephiel (Fire Emblem) from the general approach on the animation, you should study that one closer.

Check the buildup of the attack and how they handled the impact

(http://abload.de/img/zephielcaq9h.gif)
Title: Re: Away from Quest - Fighting Animations
Post by: Pix3M on January 12, 2015, 06:51:27 am
(http://i59.tinypic.com/2r3efpi.gif)

Next iteration.


I would prefer a slime animation that is general and is passable in any contexts from being shot with arrows, blasted by lightning, or being cut.
Title: Re: Away from Quest - Fighting Animations
Post by: yrizoud on January 12, 2015, 11:15:37 am
The character leans slightly forward while doing the sword thing, before jump.
The movement would have a better anticipation if the character was last seen leaning on the back leg
Title: Re: Away from Quest - Fighting Animations
Post by: Rosier on January 13, 2015, 06:32:00 am
The cape being unshaded and unmoving bugs me a bit.  It should flow down when he finishes his thrust.