Sunday, 24 January 2016

Post 84 - Animation & New Assets

ANIMATION & NEW ASSETS

Recently I started to create the new Dragger Sprite (The main enemy type in the game). This new version has around 3 times the pixels and detail then the previous. We are making this change because our new animation program allows us to go the extra mile with detail. Along with the brand new looks are some spiffy new animations. These animations are extremely better then the ones I did by hand, so a special thanks to Ty for showing me this program. Soon I will begin to work on redoing the character sprite, for maybe the fourth time? Honestly I have redone it so many times I have no idea anymore, but maybe this will be the last time.

On a personal note, I absolutely love these new sprites. But.
*Pause for dramatic effect*
Creating a sprite in several different moving rotating parts is very tedious.
So don't expect thousands of variations in design.





DOING ABSOLUTELY NOTHING



This is first Animation, for when the the enemy is... well idle. Hopefully that makes sense, because it should.
Just look at that flawless nothing, umm... nothingness?
Yeah nothingness.
Just look at how he breathes with pixel perfect accuracy.
"It's a fully dynamic breathing system that adapts to the game environment.
100% Super complicated Breathing Physics
ALL DYNAMIC!"
       - Honest Developers, 2016
Its actually none of those, its exactly the opposite and is extremely static. The text above is strictly a joke. Don't take it serious. Or do. Its up to you, I don't control your life.




KILLING, AND BEING KILLED


















This is a dying animation, it is just as static as the idle animation. Sorry to disappoint.
Its more or less going to be our games generic death animation, I might add more types of dying animations.
I would want them to change depending on what weapon type the player was using, or the direction they are killed from. Or both.
This animation is good practice though, soon I will be making the player characters death animation, which will be fun to make. I think anyways. It actually might be awful.
Really who knows.
Not me, that's for certain.





WALKING FAST


























And finally the last animation. A very, very important asset to the game.
Walking!  I guess it is more of a brisk, or maybe swift walk, doesn't really matter what you call it though.
*Clears throat*

AND FINALLY THE LAST ANIMATION!!!
Swiftly walking!
Not really better, but whatever. At least we aren't lying to ourselves anymore.
But in all seriousness this animation is extremely important to making our game actually feel like a game.
I think this is where I will end the blog post for now. So goodbye.
Come back again next time.
Even though nobody reads these, well, not all of them. And if they have read some, they wont be coming back to read more.
Its a sad truth. 


A sad truth that only deserves mini text.  
  

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