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Poll: Handling shrinking & growing effects
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Higher-resolution versions of all character sprites
13.89%
5 13.89%
Resizing effect handled by the game engine
72.22%
26 72.22%
Ditch the Super and Poison Mushroom
13.89%
5 13.89%
Total 36 vote(s) 100%
* You voted for this item. [Show Results]

Shrinking & growing effects
#16
Do we also make the animation effect for them when they grow and shrink?
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#17
We'll if the shrinking issue is solved lets discuss other problems and effects. You do realize that characters will require certain animations from many specific attacks.

What are we gonna do about Mario's spinning throw? Each character is will hafta have specific animations for being spun around!

That's not all theres so many more specific stuff.

I propose we come up with so sprite shortcuts to avoid having to make a ridiculous amount of sprites.

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#18
(01-20-2010, 06:08 PM)Koopaul Wrote: What are we gonna do about Mario's spinning throw? Each character is will hafta have specific animations for being spun around!

I propose we make it so Mario spins very fast and appears mostly as a "motion blur" (as seen here in Swing Bros), with the character being thrown only having a single, blurred sprite that is just spun around Mario's spinning animation (which has a couple more frames as to not have it look like a total cop-out). This would require minimal effort and probably look OK ingame.
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#19
Here's what I can think of without playing the game and looking for specifics:

Mario & Luigi front and back throws, along with Wario's frorward throw
Wario's neutral B, Chomp
Snake's grab and down throw
Mr. Game&Watch's throws in general
Bowser's/Jigglypuff's down throw?
Ganondorf's side B, Flame Choke along with R.O.B.'s up and down throws?

Also, item animations:

idle after eating Super Spicy Curry
holding the Cracker Launcher
forward smash with Home Run Bat
Hammer animation

That's all I can recall at the moment. I'm sure I missed a bit, but yeah.
Strive for victory. Vanquish defeat. And always pack the extra 1up.
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#20
(01-20-2010, 06:28 PM)Neslug Wrote: I propose we make it so Mario spins very fast and appears mostly as a "motion blur" (as seen here in Swing Bros), with the character being thrown only having a single, blurred sprite that is just spun around Mario's spinning animation (which has a couple more frames as to not have it look like a total cop-out). This would require minimal effort and probably look OK ingame.

Yes, we can always use tricks like this, I'd say it's definitely worth it to save the effort of redrawing all of the characters being swung at different angles.
Similar tricks can be done to the other attacks. Especially ones that aren't very common.
But I think there also needs to be certain standard animations that all of the characters need to have, mostly for very common motions like swinging an item. For instance, Home-run bat, beam-sword, and lipstick all use very similar motions. Only the item would need to be replaced, the character would use the same frames for all 3 items.
Same goes for the hammer and golden hammer.
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