QuestFighting game sample animations: Difference between revisions

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===Launched===
===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.
<gallery>
<gallery>
Image:Launched.gif|Launched up. The most important, and the most common. A lot of anti-air attacks will put people in this state.
Image:Launched_angle.gif|Launched at an angle. Same as launched up, but rotated 45 degrees and edited slightly. Likely the rarest of the three.
Image:Launched_back.gif|Launched backwards. Will show up a good deal of the time, mostly from super moves, and possibly a few regular ones.
</gallery>


</gallery>
===Miscellany===
===Miscellany===
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<gallery>

Revision as of 19:54, 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

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.

Miscellany

See also

Quest Fighting Game