For the selection, I think outlined in white/yellow/red would work better.
The health bars are ok, if not a bit big.
That's a neat idea. I plan to give it a test at some point, unfortunately it requires a lot of work because there needs to be a selection box for each frame of animation of each unit. Still, it might end up being the best way to keep it readable. Thanks.
Okay, so I finally got full version of GraphicsGale, so I can show some animations...
First the Soldier:
Love this guy.
Basically I want to give the impression that these guys are reliable. They're trained, and they have the gusto to get the mission done. Either they trust each other completely... or they have no idea what awaits them in the jungle
All the animations for one direction combined together. The death is used for all down-facing directions. Will be making one for the up-facing directions later on.
And the cannon:
Found the down-facing diagonal really hard on this one.
These have been fun. Trying to get a real feeling of power to the shots by emphasising the recoil.
This is the explosion for wherever the cannon shot hits. I want it to look like a concentrated, armour-piercing explosion. Something that is bad news to vehicles, basically. But also reasonable splash damage against light units like infantry.
The "working" animation for the Barracks. Plays when the building is doing some work, like building a unit. Fans bothering me on this.
And finally just a
very unexciting screenshot of the level editor I started putting together. You just paint the tile-types (water, dirt, grass, trees) and it calculates the transition tiles for you. So...much...faster...
So that's these two sprites mostly done. All that's left is a general vehicle explosion for the Cannon death, and a "parachuting" animation for the Soldier, then they are completely functional. After these I'm going to be working on finishing up the existing building animations, and creating the 4th building; the Machine Shop. Fun times!