QuestFighting game sample animations: Difference between revisions

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This page is dedicated solely to the sample animations so quest authors know what's needed for the fighting game.  
This page is dedicated solely to the sample animations so quest authors know what's needed for the fighting game.  


You don't need to follow these to the letter. If a character would have a forward dash that teleports her to the top left corner of the screen, that's fine as well. Don't be afraid to come up with clever in-character abilities! They're the spice that makes things unique and interesting!
You don't need to follow these to the letter. There's no upwards limit to the amount of animations you can have, and they could be used for anything you can think of. The only limitation that you cannot go above one hundred frames per second as an animation speed. Separate animations from standing from crouch and crouching from stand? Entirely okay! Don't be afraid to come up with clever and bizarre in-character abilities, either! They're the spice that makes things unique and interesting!  


To note: these are at roughly one half the size they should be in-game.  
To note: these are at roughly one half the size they should be in-game.  

Revision as of 10:42, 7 November 2009

This page is dedicated solely to the sample animations so quest authors know what's needed for the fighting game.

You don't need to follow these to the letter. There's no upwards limit to the amount of animations you can have, and they could be used for anything you can think of. The only limitation that you cannot go above one hundred frames per second as an animation speed. Separate animations from standing from crouch and crouching from stand? Entirely okay! Don't be afraid to come up with clever and bizarre in-character abilities, either! They're the spice that makes things unique and interesting!

To note: these are at roughly one half the size they should be in-game.

Read this first: http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm

Stationary animations

Basic locomotions

Blocking

Aerial animations

Damaged animations

Everything in this section is about the average frames per animation.

Recovery

Launched

Launched frames tend to show up fairly infrequently. All three could be a single frame rotated, or each have their own animations. Mostly, they'll show up when a character is hit by a powerful attack from a mighty glacier, or a super move. Secondary motion is really useful on these.

Attacking animations

butts i need a description here

uh

so these are for hurting people, nothing here is set in stone, these're just guidelines

Standard combo: No direction + weak, Forward + weak, No direction + strong, Forward + strong, either Unique or a special attack. Not everyone will have this, but this is the standard formula.

Basic attacks

More to come

Grabbing and throwing

Grappler-style characters could have special attack inputs wired to the grab button. Not all throws have to be throws. Some could grab the opponent and start chewing on their face, some could flip the opponent into the air followed by an attack animation, anything works. Airgrabs would be likely be reserved for air-based characters like Demesi, agile characters like Shadran, and grapplers, unless the character has a reason to have an airgrab.

Miscellany

See also

Quest Fighting Game