yes; still, the graphics need to convey the range or else it won't look right. Actually, 3 or 4 pixels longer should do the job. Don't forget that quick animations can deform the limb to be a little longer and retract it in the next frame.
The farthest range part of the smack reaches to the end of the box. Should I move the character back to add more room for the attack?
yes, that's what you have to do to get more range.
i think gors stated before that position within the 64x64 box isn't important, since animations can be lined-up in programming, so the only thing you have to worry about is your sprite actually fitting inside the 64x64 box.
Oh, that makes sense. I'll work on punch 2's range, and I'll fix the glove in punch 1 later
Better?
And once more, I have no idea what I'm doing.
whatever you're doing, please keep doing it
i think you'll come out with a really funny character
make my IDLE animation
Don't mind me, Im just trying to do cut scenes while I iron out some kinks in the gameplay.
Placeholders gone wild
dazz looks like he's airhumping
also comic sans
(06-18-2012, 06:46 AM)Lexou Duck Wrote: [ -> ]dazz looks like he's airhumping
That's my fault, actually. Must have been used as a placeholder.
By the way, who's in charge of the effects?
Burn, Freeze, general hit ""sparks"" (I'm not sure how to explain it), etc.
I'm not implying I would like to do them, I'm just curious if it's assigned to anyone.
I did some placeholder effects, as well as explosions. But you're all free to make them.
I couldn't come up with any better ideas.
Edit: Forgot to mention that this is my block/guard.
Honestly, the faces could be a bit cleaner, specifically the angry-looking ones. Also, the wings aren't very wing-like.
It's a totem pole, they're kinda supposta look like that