Difference between revisions of "QuestFighting game sample animations"

From questden
(Stationary animations)
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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 up to twenty.
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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 twenty of the wind blowing the character's clothes, could be a generic fisticuffs motion.
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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 17:18, 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

Aerial animations

Damaged animations

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

Recovery


Miscellany

See also

Quest Fighting Game