Just added and tested the hit frames, this is great!
A few minor requests, if I may:
On his last hit frame(s), could his stick maybe be positioned further behind him? If that entails moving the sprite forward a little during those frames, that's perfectly fine. It'd give it a stylistic jumpy look, and being a running style game, the minor movement would be negligible.
When naming frames, at least on the final revision, could you start frame numbers counting up from 0 instead of 1? I index the frames in code and that'd be a bit more convenient.
I'm sure this is already known, but just in case, could the frames for the attack be moved to the bottom as well? Hopefully this wouldn't impact the animation all that much.
All in all, I'm very impressed and very happy with how this is kicking off. You're very skilled at what you do, and it's great to be working with you!
Sounds good to me! I think the attack and jump animations may be a little more complicated (the jump moreso) so if you run into anything or have any questions, feel free to ask.
That worked wonderfully. I edited my code so that it can scale accordingly, so the sidelines whitespace is not an issue. The consistent size looks awesome, and I certainly don't want to disrupt that haha
As long as they're a consistent size, I can just programmatically adjust their rendered size to accommodate. But either way, putting the sprite at the bottom of the image wherever possible would definitely help
Just tested these two in-game, the smoother frames are exactly what we're looking for!
Could the end results be scaled so that the sprite takes up the most it possibly can of the 256x256? By this, I mean there's little to no whitespace surrounding the sprite in the image, the left and right sides of the sprite touch the edges of the image, and the sprite's feet are at the bottom (Y=0) of the image. This would assist with scaling and collision in the game.
I don't know if I replied about payment earlier, but yes, PayPal would be the easiest way to go here.
Thank you again, I'm impressed by both the speed and the quality of work!
Tha's actually really good, I am impressed with what you could do with such limited information. The increased image dimensions were able to project a very good representation. His angry-yet-eager running stance absolutely makes it hahah!
The pole vault jump animation may be a bit complex, so I may need to elaborate on that and get some input from you when the time comes
I think that might be best. Since he's going to have only 5 animations, as long as his animations average 6 or fewer frames, 256x256 would be fine. It would allow more room for freedom, without a doubt, even his idle animation could have a more definitive runner stance in that case
Just added and tested the hit frames, this is great!
A few minor requests, if I may:
All in all, I'm very impressed and very happy with how this is kicking off. You're very skilled at what you do, and it's great to be working with you!
Also, let me know how you would like to be credited in-game, and if you'd like me to link somewhere other than your OGA page
Sounds good to me! I think the attack and jump animations may be a little more complicated (the jump moreso) so if you run into anything or have any questions, feel free to ask.
That worked wonderfully. I edited my code so that it can scale accordingly, so the sidelines whitespace is not an issue. The consistent size looks awesome, and I certainly don't want to disrupt that haha
Ahh, I see, that's alright.
As long as they're a consistent size, I can just programmatically adjust their rendered size to accommodate. But either way, putting the sprite at the bottom of the image wherever possible would definitely help
Just tested these two in-game, the smoother frames are exactly what we're looking for!
Could the end results be scaled so that the sprite takes up the most it possibly can of the 256x256? By this, I mean there's little to no whitespace surrounding the sprite in the image, the left and right sides of the sprite touch the edges of the image, and the sprite's feet are at the bottom (Y=0) of the image. This would assist with scaling and collision in the game.
I don't know if I replied about payment earlier, but yes, PayPal would be the easiest way to go here.
Thank you again, I'm impressed by both the speed and the quality of work!
Yeah, I do believe it could be smoothed out a bit. But other than that the style is perfect
Tha's actually really good, I am impressed with what you could do with such limited information. The increased image dimensions were able to project a very good representation. His angry-yet-eager running stance absolutely makes it hahah!
The pole vault jump animation may be a bit complex, so I may need to elaborate on that and get some input from you when the time comes
Also, your rate appraisal is definitely fair
I think that might be best. Since he's going to have only 5 animations, as long as his animations average 6 or fewer frames, 256x256 would be fine. It would allow more room for freedom, without a doubt, even his idle animation could have a more definitive runner stance in that case
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