Friday, August 29, 2014
If that headline doesn't make sense, Don't Worry! Basically, the player is going to have a regular flight and a fast flight. Both move the same but flash has the player stretched out. The slower one keeps the player in the standing position while flying in different angles. Now, each angle of animation will have a starting animation (cape begins to lift off and body starts to take posture), Looping animation (cape flaps in a loop and player is in flying position), and Stop Animation (Player slows and returns to the idle flying animation).
Right now, I have the Looping animations for the slower flight all setup. Still plenty to go, but a good first step. Above is one frame.
Till next time,
Monday, August 25, 2014
Friday, August 22, 2014
I knew it was just a matter of time. I've finally started revamping the animation system. Its been hanging over my head long enough.
Previously I was doing a very basic "Press this and play this animation" system and it worked fine. Problem is, there are going to be a few different variations of the same animation. There will be a version when the player is "arms free", holding a civilian, lifting an object over his head, holding something heavy, etc. These will have different animation triggered the same way.
How do you do that and keep the whole thing straight? Well, you use folders and Variables.
Lets say I just had the animations Stand, Run, and Jump. Now lets say I have 3 conditions: ArmsFree, WithCiv, and WithHeavy. I would set up folders with those condition names and put their version of Stand, Run, and Jump inside of each. Then I would set up a Global Variable in Construct 2 named "Condition" that would house the name of that condition. So, if you pick up a civilian, set the condition to "WithCiv". Then, you would trigger your other animations normally but include the folder before. So if Right Arrow is pressed set animation to Condition"Run" . I hope that makes some sense.
If you need a better explanation, leave a comment and I'll go into better detail or write a tutorial.
See you later,
Thursday, August 21, 2014
While my classic "if holding down this button" then "play this animation" system was working before, it wasn't giving me the fluid animation I wanted while flying. Its not too bad when going at slower speeds, but I have a theory that it will look slightly on the horrendous side when doing fast. Also, I'm not sure the previous method would work with game pads. All of these reason made me decide that a little revamp was in order.
Rather than trigger animations by the button presses, they're triggered by the players movement angle. If he's flying north, than that's -90 degrees. You set up a trigger that happens when the movement angle is between a few degrees leading up to that and it happens. Since I have to mirror based on the direction he's flying, its a little trickier. I'd be happy to explain it better if anyone out there is curious.
Another problem I'm having is that ToonBoom zooms in if I change the scene resolution. It throws off the size of my character and bums me out. Looks like I might have to composite the cape animations separately. Kind of sucks. I'll probably have to ask for help on the forums.
Thursday, August 14, 2014
I've got the animation in there, but there is a slight amount of "jank". I'll probably do a second pass at it because it isn't as seamless as I like. I think I put a slight torso movement in there that is making the loop "pop" when he's flying. There's a chance that its just some dumb thing that only I'll notice, but it bums me out. I also need to fix the stop animation. The player doesn't end on the idle position ant that can cause problems.
Either way, the process of replacing the animations has been a fast one. The more problematic animations will be the jumps. I'm putting those off a little longer. I'd like to get my base flying poses in first and then move onto that. Pretty soon I should be working on my first new Civilian to be strolling around the game.
Keep coming back for more.
Tuesday, August 12, 2014
Hope to have some flying angles back soon, but I might take a day or two to figure out the transition animations first.
Monday, August 11, 2014
All finished and I'm pretty happy! The run cycle was the first animation I did on my first pass. Finishing the new one is a pretty big milestone. Not only that, but I also completed a starting animation and slide to a stop. Those were no where to be found in the original. If I'm lucky, I'll be able to use the cape animation on those for some of the flying too.
The work load has really been cut down since changing up my animation style. I'm hoping to keep up the pace and be back where I was in a few weeks. Pretty soon I'll be tackling new problems. Namely, all of the flight angles that I never got around to before.
Keep coming back for more.
Friday, August 8, 2014
Took some work but I finally got it in there. I'm really seeing the benefits of working with the Cut Out Animation style. Done with enough finesse and its not as obvious as you'd think. I added more arm and leg shapes and figured out a stopping animation that I like. Triggering the animation to happen on the button release instead of the player stopping fixed some previous problems that I was having. Now I just have to hand animate the cape and I'm good.
After this, I'm eager to move onto some flying animations.
Wednesday, August 6, 2014
Friday, August 1, 2014