Haha thank you! I hope you don't mind me using your character design for it, it's the app icon that's gonna be used for the game.
As of now, it's looking like all the bases are covered! I'm still on the fence about a death animation. I originally wanted one, however the idle animation actually doubles pretty well as a death animation. The sprite integrated very smoothly all-around in the game, and it's gotten great reception with the team.
Thanks again, I know I didn't provide very much insight on what I was looking for, but I hope that didn't pose too much of a problem.
Oh no, I'm actually not looking for a landing animation. I just want the end of the jump to simulate him falling so that it looks smooth when the animation is done. Just like the last frame is, except animated, like his cape moving back and forth in the wind as he falls, and a little bit of movement. No more than three frames, all similar to the last frame as it is, just moving a bit so that the knight isn't static when he falls.
Since the knight often falls longer than he jumps due to platform heights, could we see about adding a small, two or three frame falling animation to it? Essentially just the last frame, maybe angled back a bit more in preparation to land, with his body and cape wavering a bit in the wind?
And by the way, I'm not trying to squeeze any extras out of you that I can. If my requests end up being more than you had originally anticipated, let me know. I understand that if I keep asking for extras, I"m more than happy to compensate for it.
The sprite is flowing wonderfully in this game, I'm having a great time with it. Thank you once again!
Ah, the pole-vaulting animation. This is where the complexity kicks in.
For the initial jump, I want the actual pole-vaulting aspect of the animation to be quick, maybe two or three frames. This way the delay on the actual jump input isn't delayed too much.
Now, at first, I couldn't decide if I wanted the in-air animation for the knight to be a flip or a standard looking jump. I'm still open to suggestions on that one. Either way, I'd like the cape to reflect his aerial move. Basic physic-looking stuff. I think a flip going into a standard fall would look cool.
Finally, as for the landing, despite going against standard pole-vaulting, I'd like the knight to land on his feet. Since he's going to be running immediately upon impact with the ground, there doesn't need to be any landing animation. I'll probably just add an impact animation, like a wind-looking thing.
Also, the transition from the end of the attack frame to the beginning of the running frame ended up flowing exceptionally well. I don't know if that was coincidental or purposeful, but kudos there
I just applied the new animation and sped up the frame rate, and wow, what a difference that made! I'd venture even so far as to say that this may be the best rendition of a pole-vaulting Crusading knight I've ever laid my eyes upon.
Well of course, as I stated above, let me know what I owe you now, and what it'd be if we did add a death animation.
Can't really send anything until I know what to send :P
I think it fits, but if I end up wanting a death animation down the road, I'll definitely be sure and let you know.
Or, if this works better, let me know how much I owe ya as of now, and what it'd run to if I did wish to add the death animation.
What detail am I missing?
Haha thank you! I hope you don't mind me using your character design for it, it's the app icon that's gonna be used for the game.
As of now, it's looking like all the bases are covered! I'm still on the fence about a death animation. I originally wanted one, however the idle animation actually doubles pretty well as a death animation. The sprite integrated very smoothly all-around in the game, and it's gotten great reception with the team.
Thanks again, I know I didn't provide very much insight on what I was looking for, but I hope that didn't pose too much of a problem.
Just tested this animation in-game and it appears to be fine, what aren't you a fan of?
Oh no, I'm actually not looking for a landing animation. I just want the end of the jump to simulate him falling so that it looks smooth when the animation is done. Just like the last frame is, except animated, like his cape moving back and forth in the wind as he falls, and a little bit of movement. No more than three frames, all similar to the last frame as it is, just moving a bit so that the knight isn't static when he falls.
That works out great!
Since the knight often falls longer than he jumps due to platform heights, could we see about adding a small, two or three frame falling animation to it? Essentially just the last frame, maybe angled back a bit more in preparation to land, with his body and cape wavering a bit in the wind?
And by the way, I'm not trying to squeeze any extras out of you that I can. If my requests end up being more than you had originally anticipated, let me know. I understand that if I keep asking for extras, I"m more than happy to compensate for it.
The sprite is flowing wonderfully in this game, I'm having a great time with it. Thank you once again!
I'm definitely patient! And I hope you are as well because I'm terrible at trying to convey what I'm picturing.
Ah, the pole-vaulting animation. This is where the complexity kicks in.
For the initial jump, I want the actual pole-vaulting aspect of the animation to be quick, maybe two or three frames. This way the delay on the actual jump input isn't delayed too much.
Now, at first, I couldn't decide if I wanted the in-air animation for the knight to be a flip or a standard looking jump. I'm still open to suggestions on that one. Either way, I'd like the cape to reflect his aerial move. Basic physic-looking stuff. I think a flip going into a standard fall would look cool.
Finally, as for the landing, despite going against standard pole-vaulting, I'd like the knight to land on his feet. Since he's going to be running immediately upon impact with the ground, there doesn't need to be any landing animation. I'll probably just add an impact animation, like a wind-looking thing.
Also, the transition from the end of the attack frame to the beginning of the running frame ended up flowing exceptionally well. I don't know if that was coincidental or purposeful, but kudos there
I just applied the new animation and sped up the frame rate, and wow, what a difference that made! I'd venture even so far as to say that this may be the best rendition of a pole-vaulting Crusading knight I've ever laid my eyes upon.
Pages