AuthorTopic: Dying Animation help  (Read 13347 times)

Offline hsn2555

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Re: Dying Animation help

Reply #20 on: August 29, 2009, 05:17:57 am
o.O it's an explosion man ! he got exploded and nothing happened to his chest !!
i suggest you add some black to his chest, and turn off his eyes light.

nice job 1up  :y:
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Offline redballoon

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Re: Dying Animation help

Reply #21 on: August 29, 2009, 06:50:55 am
Yep, looking very good but as everyone else is saying - it needs debris and the robot itself needs to show some damage. Keep going, I want to see more.

Offline Chris2balls

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Re: Dying Animation help

Reply #22 on: August 29, 2009, 08:45:29 am

A little rushed and OTT, should've added parts blown away.
« Last Edit: August 29, 2009, 12:14:55 pm by Chris2balls »
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Offline gumol

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Re: Dying Animation help

Reply #23 on: August 29, 2009, 08:57:31 am
He looks like he's been shot by a machine rocket launcher (a combination of machine gun and a rocket launcher ;P) and eventually exploded. xD
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Offline 1up

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Re: Dying Animation help

Reply #24 on: August 29, 2009, 07:57:45 pm
OKAY


death 1, now with eye dim




death 2, now with more boom

Offline Dusty

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Re: Dying Animation help

Reply #25 on: August 29, 2009, 08:15:07 pm
Now I wonder with all this smoke and explosions, if they'd be better off as separate entities that the game handles rather than being rigid and predefined in the animation itself.

Offline Mike

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Re: Dying Animation help

Reply #26 on: August 29, 2009, 11:15:54 pm
looking good maybe... maybe when the robot guy hits the floor his eyes/red glass stuff breaks.
 DO THIS!!!  But really exaggerate it!!


Now I wonder with all this smoke and explosions, if they'd be better off as separate entities that the game handles rather than being rigid and predefined in the animation itself.

You mean as particle effects right?
« Last Edit: August 29, 2009, 11:18:53 pm by Mike »

Offline Dusty

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Re: Dying Animation help

Reply #27 on: August 30, 2009, 12:19:10 am
You mean as particle effects right?
Not really. They can be "traditionally" animated, but be generated separately from the actual NPCs.

I guess that doesn't really matter in the long run since he'd have to create some mock-up animations for us to see them in action anyways.

Offline 1up

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Re: Dying Animation help

Reply #28 on: August 30, 2009, 02:03:40 am
You mean as particle effects right?
Not really. They can be "traditionally" animated, but be generated separately from the actual NPCs.

I guess that doesn't really matter in the long run since he'd have to create some mock-up animations for us to see them in action anyways.
we've actually already got that going on with the playable characters (upper body/legs) to avoid jumpiness and overall bad quality

I dont see why it couldn't be used here. It would probably cut down on lag a bit for lower end computers too

Offline Jad

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Re: Dying Animation help

Reply #29 on: August 30, 2009, 08:59:04 pm
Yo guy, explosions move too much to feel smooth, you gotta make them combusting explosion clouds move smaller distances pixelwise frame-to-frame or it'll seem jerky. Note how in my explosion the framecount isn't only off the charts, but stuff doesn't move a lot from one frame to next, cause this leaves much clearer after-images to the eyes that now interpret the motion as jerky since it looks (cause it is) split up into still frames.

Heh.

So make fast motions very fast and slow motions very subtle and the eyes will see smoothness O: fantabulastic

oh also btw if the explosion looks like my original colour-and-motion-wise I'll only be flattered so copy as much as you like, you dude you
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