QuestFighting game sample animations: Difference between revisions
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===Stationary animations=== | ===Stationary animations=== | ||
<gallery> | <gallery> | ||
Image:Crouch.gif|Crouching. Every character needs one. Could be a single frame if you wanted, could be | Image:Crouch.gif|Crouching. Every character needs one. Could be a single frame if you wanted, could be twenty or more! | ||
Image:GotoCrouch.gif|Goto Crouch. Highly recommended. Usually one or two frames, and the frames can be re-used in dozens of animations. Would likely save you work in the future. Works as a "preparing to jump" pose, as well. | Image:GotoCrouch.gif|Goto Crouch. Highly recommended. Usually one or two frames, and the frames can be re-used in dozens of animations. Would likely save you work in the future. Works as a "preparing to jump" pose, as well. | ||
Image:Stand.gif|Standing. Every character needs one. Could be three frames of the character moving slightly up and down, could be | Image:Stand.gif|Standing. Every character needs one. Could be three frames of the character moving slightly up and down, could be thirty of the wind blowing the character's clothes, could be a generic fisticuffs motion. | ||
Image:Crouching_Turn.gif|Crouching turn. Not an important animation, and would only require one extra sprite. If you're feeling lazy, don't have one. | Image:Crouching_Turn.gif|Crouching turn. Not an important animation, and would only require one extra sprite. If you're feeling lazy, don't have one. | ||
Image:Standing_Turn.gif|Standing turn. Same as crouching turn, but slightly more important, and usually two frames. Ultimately skippable. | Image:Standing_Turn.gif|Standing turn. Same as crouching turn, but slightly more important, and usually two frames. Ultimately skippable. |
Revision as of 16:18, 5 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. 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!
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
Standing guard. This animation has an anticipation frame, where the character anticipates an attack, a block frame, where the character begins to defend against it, and a successful block frame, where the character's arms are pushed back by recoil. If you felt like being fancy, you could have the character have several anticipation frames, such as making an "oh shit" face, and put a great deal of detail on secondary motion on successful blocks. Otherwise, you could just have a single blocking frame.
Aerial animations
Damaged animations
Everything in this section is about the average frames per animation.
Getting hit by a strong attack while in the air sends you into an air knockdown state. Uses the first few frames of getting hit by a high attack, air knockdown frame, and groundslam. Groundslam shows up when you're thrown into the ground or knocked into it very hard, and is usually no more than three frames. Air knockdown would be one or two frames at max, unless you're doing a lot of fancy secondary motion.
Recovery
When you get up from a knockdown, it's possible for the other player to land a hit on you as soon as you get up. To deal with this, many fighting games allow you to move forwards or backwards while getting up. If you have a character that flips themselves up like Ryu from street fighter, or a character that can drag themselves in a direction while they stand up, you won't need additional animations, they'll just move while doing the standard one.