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The Plight of Sotham (Formerly Zelda-Mouse)
#16
(02-13-2014, 07:52 PM)Gors Wrote: well, it was just 4 frames that i made so there's no need for that

but i'll give you a tip (that you already realized), when making different animations, don't be lazy/afraid to start from scratch. Splicing and editing other sprites may 'hide' better ways to place the pixels, and make the product look 'warped'. Don't forget that different animations of the same character must have equal-sized body parts and proportion, after all you don't want the character's head to shrink every time he walks left, for example.

don't forget that now that all walk frames are changed, you need to update the attack/swimming frames a little!

Well, these few frames are on the screen 100% of the time, haha. And I'll heed your advice as I continue.

The swimming should be easy, (Cropped head in water.), but man, attack frames are gonna be such a bitch. They can go without for now, though.
Any noise annoys an oyster, but a noisy noise annoys an oyster more.
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#17
With the full version of GameMaker Studio now mine, I'm full speed ahead once again.

Working on making variations in the enemy AI. Got some that move in 8 directions, some 4, some that change sprites based on direction. The Kogg enemy, when almost defeated will start to smoke and move sporadically. (Because it's a mech, I think it's kind of comical.) The two organic enemies actually get knocked back, while the mech Kogg doesn't.

[Image: enemies.png]

I made a shitty little sprite thread as well. Linking the OP to that.
Any noise annoys an oyster, but a noisy noise annoys an oyster more.
Thanked by: StarSock64, Phaze


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