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I know that Gamemaker animations area huge pain in the ass, but you could probably do better with the weapons. They need a bit more energy, a bit more life. There are 3 things that would make them better.
- They need to stay out for longer once you use them, the club especially. If you don't listen to the next 2 things then this at least would give the animation a lot more weight.
- Again focusing on the club more than the spear, some kind of motion effect. This would mean that you could have fewer frames where the club has to be moving. Starbound does a really good job of this, although you could easily get away with a less pronounced effect.
- It would look a lot nicer if Kip actually moved. I'm sure you've considered doing this, and it adds a lot of complexity to however you manage the images/animations. If your player can move while you're attacking, ie be in 2 different animation states at once, then the best thing to do would be to split your sprites in half. Have a legs section and a body section. I would also draw the weapons in their own call on top of that. There are other advantages too, like having different facial expressions/whatever without having to remake all of the walking animations for it. It sounds kind of complex but as long as you manage the images and animations from variables that you have total control over (which you should do in GM anyway) then it's not too much more work.
The weapons themselves look really good though.
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Thanks! I had noticed aswell as maybe mentioning before about the animation for the weapons. The animations shown are my first attempts at them just showing how they'll work. In the time since I have made it so that your character is not just standing still whilst attacking. (The only reason it goes to the standing frame whilst attacking is because that was my placeholder
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I've also been making the animations looks nicer, even adding some kind of motion blur like you'd mentioned. The club now has a slight delay between attacks if it hits the ground, stunning the player for a second or so to make it feel like what you're swinging round is a big heavy ball attatched to a big heavy bone.
As for the spear, Kip now holds it behind himself for a short while before thrusting it forwards, emulating an actual spear rather than being able to just push it in front of himself easily. This body sprite used for this isn't yet finished so again, the standing placeholder was used. Unrelated to animation I've now completed the quest that allows you to obtain the spear.
Aswell as this, I'm currently coding it so that the weapons have a different attack depending on if they're used in the air or not. For the club I'm thinking something similar to spinning in the air before dropping to the ground to release a shockwave that will damage and push back enemies. I'm also messing around with "Spooce-charged attacks" whereby you perform a more powerful attack (Yes Phylum, with prettier animations : p) at the cost of your spooce.
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Other than N'n'T, I think this is my most looked forward game (demo I guess).
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Oh, wow!
Thanks, I'll try to make sure it's everything you hope it'll be. xD
Thanks for the great, and helpful feedback!