05-23-2009, 08:42 PM
Thanks now i get it
Delicious Wonderbros
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05-23-2009, 08:42 PM
Thanks now i get it
05-23-2009, 08:42 PM
(This post was last modified: 05-23-2009, 08:43 PM by Cooltrainer♂ Spudmeister.)
Less build up/landing would be nice.
Also I am really looking forward to this.
oh wait
i read that post wrong i thought you meant shawn made the animation haha edit: 1, 2, or should i find a middleground with 1 frame of lag before and after the jump
05-23-2009, 09:34 PM
I find that any sort of lag gets really annoying in jumpin anims, both before and after the actual jump. So the one without the frame of lag.
05-23-2009, 10:41 PM
Go with the first, just make sure it goes by fast and the vertical motion begins either halfway or in the latter half of the build-up; make it happen as soon as possible.
Also in my opinion there should be a few more frames of the shift from jumping to falling, to make the process a little smoother. As is it's kind of sudden and immediate. That may just be an illusion as a result of the upwards jump animation you compiled, though.
05-24-2009, 06:24 AM
You can't forget that you're working on a platformer game: if you put some kind of delay (on the start or on the end of the jump), it'll affect the gameplay. If you want to make the controls responsible, you shouldn't put those delays. Think about Super Mario, for example.
updated run, redoing the running jump now i might just go ahead and leave this: because you know you're standing and just pressing the jump, so chances are you're not going to be getting rushed BUT I DON'T KNOW I CAN DECIDE LATER
05-24-2009, 04:48 PM
two new jump lag tests because i'm still iffy on removing buildup
keep in mind the jump won't actually be this small/short/whathaveyou, i just didn't feel like enlarging the canvas size at all
05-24-2009, 05:01 PM
You gonna make a landing for when not continuing to run?
05-24-2009, 05:08 PM
what
do you mean a transition from running to standing because if so then yes
05-25-2009, 11:20 AM
alright so i'm pretty much just going to go with the delayed jump until i can get a feel for how it will actually play out when we get the engine started
so theres that and here's this to remind myself -animations to do: -run-stand transition -basic attack (standing, running) -strong attack (standing, running) -special attack -hurt -dead -other animations that i'll have to make when they become relevant
05-25-2009, 11:35 AM
05-25-2009, 06:11 PM
weak attack
idle if there's anyone who'd be willing to do programming/coding for this pm me so i can talk to you about some shit actually better yet just hit me up on msn |
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