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Messages - KonamiCode
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Pixel Art / Re: animated girl person
« on: April 05, 2007, 07:12:46 pm »
I wouldn't write off looking at some of the better books on animation that are out there. Richard William's Animation Survival Kit, The Disney Illusion of Life book, even Preston Blair's books on animation are all very helpful and informative on the actual principles of animation, why they work and are used, and are presented by either the first or second generation of artists who really worked to break down the rules of animation and why things work like they do.  You've got a nice first bit of animation here, but even a simple overlap in the timing of the skirt as she lands could work to really add a lot more character to the animation itself.

General Discussion / Re: Questions about Timing/Frame Rate
« on: December 03, 2005, 12:19:04 am »
That makes some sense, I suppose it would allow you to have variable timing on different actions.  I'm guessing the delay data could be stored in some sort of index file along with information about what commands/actions relate to which set of sprite frames?

General Discussion / Questions about Timing/Frame Rate
« on: December 02, 2005, 01:15:34 am »
A question about how timing/frame rate is setup in most 2d games, or 2d games that utilize a 3d api such as OpenGL.  I'm coming from a more traditional animation background, where you're typically working with a standard of 24 frames a second.  However, in games typically the framerate can be variable, depending on hardware and so on, correct?  How does this typically affect planning out how to time a sprite, or how long to have the frame of an animation play for.  For example, if you've heard of the term "Shooting on two's" which means to have a drawing display for two frames (instead of one), how can you plan for this in a game, when the frame rate could be variable? Or, am I just making this too difficult, and you plan to have a steady framerate of 24 or 30?

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