Greetings! I'm doing a lot of programming work and I've recently begun to pick apart the battle part of the game. I'm reworking animations and looking for opinions on what I've got so far. When I say "animations", I mean "how the sprites move and are positioned on the screen", not "a sequence of images". Please let me know if you have detail comments like "the trainer moves off the screen too fast", or "the capture device is too big".
Keep in mind that currently, we don't have a ton of art assets, and that I'm aiming to get "a solid 60%" feeling (partly because without certain art, I cannot get 100%, and also because I don't want to do 100% and then get input and make a bunch of changes). So, please don't, for instance, point out that the capture device vanishes... we don't have sprites for it opening. Anyway, I've linked a few webms of what I have so far. Btw, there is a menu, but it was disabled when I recorded the video.
I'll keep posting webms to show the progress. The last one is the current state of the combat animations.
For those wondering, we could use an animation for when the capture device opens. And I mean animation in graphic image sense.
Last edited by bitcraft (24 Jan 2016 05:29)
something like this maybe?
capt devtux appear
EDIT:something I noticed just a moment ago: try to use a big tuxemon and you will notice that their lower part isnt shown (because they are big)...you pulled up the player-tuxemon a little higher; dune pincher works like this but if you use (as an example) sumobug, it will look weird.
looking at this: https://i.imgur.com/QcWG4rQ.png
I thought "hey, we need a trainer-sprite like this..."
so.. yeah... here is a VERY rough one:
Last edited by tamashihoshi (25 Jan 2016 22:14)
We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!
Wow, nice response! I've included the changes you mentioned, except for the capture device animation...I just did that in the program instead of images (it still will fade/shrink, just more smoothly).
For the back sprites, you'll notice that it looks a bad when the combat starts, since you see the bottom of the sprite, and it kinda looks like his legs are embedded into the dirt. I intentionally make the movement an arc, rather than straight line, because that makes it look more realistic, like a long swooping camera, with some depth.
So, what I am getting at, should I make the movement strictly horizontal? If we want to keep the smooth 3d arc, then the back sprite will have to be a full body, or maybe to the knees (at the point, just do full body)
If you need an illistration of the difference between 'flat' and 'arc' movement, just watch the two webms below. The last one has your changes, too. ^_^.
These animations look great!
I love the arc movement, so don't worry and keep it that way, it's not so much supplemental work to do the full back sprite.
You've asked the question in another thread, but I'll answer here as this concerns not the design of the world, but of the interface.
Could we use such backgrounds for battles? Of course, but not as is, since the perspective needs to match. So I just did a mockup to see what it would look like with the current setup. And then I changed a bit more the positioning of the HUD elements and creatures. What do you think of it?
Also, there is an issue that crops up if you want to put backgrounds, in that the starting animation would look weird. So I think there should be an effect such that the background slowly appears, and is completely defined only once everything is in place.
I've tried this idea with the following script (http://www.fmwconcepts.com/imagemagick/melt/index.php), and put the result in a gif. When the battle ends the effect could be reversed. This effect could be done ingame or preprocessed (with more frames).See the gif here.
Last edited by Leo (25 Jan 2016 17:11)
For animating the backgrounds, you would just need to do a simple parallax effect. The easy way would be to split the background in about 1/2 and make the 'islands' where creatures stand sprites. The islands can be move easily to do the foreground effect, and the background can be moved as well, to give the sense of depth. Background will have to be larger than the screen, however, but it scaling it would be just fine. I'll try to mock something up tonight.
As I see the backgrounds, they should be in three parts (background, middleground, foreground), plus the two 'islands' then.
Here's the backsprite. It's not great, but it's a start. It can easily be cut off at 64x64.
Last edited by Leo (25 Jan 2016 22:47)
Love those player back sprites and backgrounds Leo!
We could use these backgrounds in battle, but note that we need to ensure that it also looks good on lower resolutions. The lowest resolution we need to support is 320x240, which is the resolution of the GCW-Zero.
I think scaled down, this background still looks pretty good. I'm not sure how it would look scaled down with the monster sprites though. Thoughts?
Don't worry, this is just a very very rough draft to test things.After this test, I concluded that as sprites and HUD elements are displayed in a way that does not allow much background to be shown, so I basically moved everything. Since this means important changes in the code, bitcraft must still be working on it.
Once this positioning is accepted, I'll do a proper version of the background, and check that everything looks consistent.(There's a second thing that must be determined: where the fore/middle/back ground start and end, for the parallax.)Note that choosing this position is crucial, since changing the horizon line means changing the perspective (and if it doesn't match, it looks horrible).
Before anyone does too much work with the backgrounds, lets wait until I get the combat intros going. I did try the desert one already, by slicing it three ways and moving each, but it looked really bad (even after adjusting the sprites and other HUD elements). I have some ideas, but let's wait until I get the current animations finished.
Don't hesitate to share some of your experiments, to see what can be done to improve it. That's why in my first post I mentioned that if you added a background, you wouldn't be able to get your fancy animation without looking weird (because by fixing the horizon, your brain try to make sense of the space, so if things are out of pers it looks weird).
Is it still not okay if you restrict the animation to lateral shifts?
I'm not against the lateral shifts for backgrounds.
Don't hesitate to show any partial result.
If you think it still looks weird, try adding an effect like the melt-in to make the background be properly define only when everything is in place, it should work then (it's a common trick).