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  Legends of Yore 2  (Read 6855 times)
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Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Posted 2013-08-13 15:53:19 »

I've been playing about for an evening or so on some ideas I had for making my retro sprites more lively. I was looking at cube world and difference of resolution between characters and environment - started me thinking about animation in my scaled up retro sprites.

Added in some skeletal animation (hacked this up, yep aware of Spine, maybe..)



Kinda gives a nice effect:

<a href="http://www.youtube.com/v/g3fyEo1j0vA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/g3fyEo1j0vA?version=3&amp;hl=en_US&amp;start=</a>

Cheers,

Kev

Offline Nate

JGO Kernel


Medals: 128
Projects: 3
Exp: 14 years


Esoteric Software


« Reply #1 - Posted 2013-08-13 16:18:27 »

Cool! Skeletal animation FTW. Smiley

Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #2 - Posted 2013-08-13 21:32:53 »

I do enjoy this quite a lot. I was considering doing something like this myself for some upcoming things.

"Experience is what you get when you did not get what you wanted"
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Herjan

Senior Member


Medals: 6
Projects: 1



« Reply #3 - Posted 2013-08-13 21:40:11 »

Cool, but have you made separate images, or is it able to detect things like helmet and stuff? Does it also automagically make your images bigger? Looks great, maybe I have to fix something like that too, (in one evening, wthack ur fast)
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #4 - Posted 2013-08-13 21:43:06 »

I cut it into separate pieces - it scales up it self (since it's needs to maintain the animation scaling).

Here's the requested comparison thingy:

<a href="http://www.youtube.com/v/PXBcZ-K3ZO4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/PXBcZ-K3ZO4?version=3&amp;hl=en_US&amp;start=</a>

Cheers,

Kev

Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #5 - Posted 2013-08-13 22:42:48 »

More video, when you flip the characters round item stay in the right hands - is that a good thing or a bad thing?

<a href="http://www.youtube.com/v/A1QjHqbV9sY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/A1QjHqbV9sY?version=3&amp;hl=en_US&amp;start=</a>

Offline Nate

JGO Kernel


Medals: 128
Projects: 3
Exp: 14 years


Esoteric Software


« Reply #6 - Posted 2013-08-14 00:46:46 »

It's a good thing, though most players probably wouldn't notice if you didn't take the time to create twice as many animations. Might be a problem on the punch animation (doesn't reach far enough, jab turns into a cross).

The sword animation looks like it only has 2 keyframes, the start pose and the hit pose. Your animation will look more fluid if you offset the keyframes for different parts. Eg, so the head, body, and sword don't all stop moving at the same time. The walk cycles look nice!

Offline jonjava
« Reply #7 - Posted 2013-08-14 01:10:01 »

Cool stuff. The animations are really fluid which gives it a nice style. The "true sides"  (made up term) is uncommon and looks good but either way is fine. Like Nate mentioned, the punches and swings look shorter when they are facing left.

Offline wessles

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Medals: 49
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Coding with bad posture since 2011... Nonstop.


« Reply #8 - Posted 2013-08-14 04:47:41 »

Way cool! I can only imagine how you implement skeleton bodies into pixelated sprites..
I love how fluid it looks. No idea why, but it kind of looks like meatboy animation. Don't ask why, B/c I don't even know. Best guess is the smoothness.

Keep up the good work!

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #9 - Posted 2013-08-14 10:29:43 »

Thanks for the feedback folks. I love that we're talking about the animations - I just put them in the best I could Smiley

I've just added an option that doesn't flip an animation when they're turn, so punch for instance will stay at the back.

I wrote a blog entry about it in case anyone is interested:

http://www.cokeandcode.com/main/sub-pixel-animation-for-retro-sprites/

Cheers,

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline teletubo
« League of Dukes »

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Medals: 48
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Exp: 8 years



« Reply #10 - Posted 2013-08-14 14:38:38 »

this is extremelly cool. When will you share this with us?

How are the animations stored? Is it libgdx based ?

Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #11 - Posted 2013-08-14 15:00:37 »

I'm not sure you'd want the source right now Wink However, I can push out a demo so you can play if you like. I'm thinking about it as an option for the next "real" game I do.

Animations are stored in XML with just key frames. Characters too, with skins attached. Also some skeleton definition (two at the moment, human and giant).

The editor is Java2D based, the game rendering is all libgdx (love it Wink). The renderer just takes a implementation of SkinRenderer which can render a scaled tile at a position and rotation.

Been playing with adding some NPC type characters ready for a real game:



That's meant to be a miner with a torch Smiley

Cheers,

Kev

Offline teletubo
« League of Dukes »

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Medals: 48
Projects: 6
Exp: 8 years



« Reply #12 - Posted 2013-08-14 15:14:31 »

Don't worry about the demo, I still have to write a game to make use it Smiley

I was just curious to see how it works, since I was myself thinking about doing a similar tool (like a Spine Jr.).

Keep up the excelent work!

Offline Nate

JGO Kernel


Medals: 128
Projects: 3
Exp: 14 years


Esoteric Software


« Reply #13 - Posted 2013-08-14 16:13:10 »

No, the world only needs one Spine, kthnxbai! Cheesy

Kev, give Spine a try! Tweaking animations will be easier with a dopesheet. Smiley

Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #14 - Posted 2013-08-14 16:55:25 »

Oh but I'm enjoying myself so much!

Kev

Offline Nate

JGO Kernel


Medals: 128
Projects: 3
Exp: 14 years


Esoteric Software


« Reply #15 - Posted 2013-08-14 19:39:30 »

No joy for you! There are games to build! Wink

Offline wessles

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Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #16 - Posted 2013-08-14 21:37:44 »

@kevglass
If you haven't already, you should make it so that people can modify the behavior of attacking, talking, and even add their own such as running, double attacking, etc.

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #17 - Posted 2013-08-15 13:20:17 »

Have been playing a little more:

<a href="http://www.youtube.com/v/aJl86Q4y9G0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/aJl86Q4y9G0?version=3&amp;hl=en_US&amp;start=</a>

My fave is the guy with the lantern Smiley

Cheers,

Kev

Offline Herjan

Senior Member


Medals: 6
Projects: 1



« Reply #18 - Posted 2013-08-15 13:22:41 »

Wow, actually I like that the tools are always on the 'right' hand Cheesy
I think the miner is really cool :O
Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #19 - Posted 2013-08-15 17:48:01 »

On this most recent 1.  The one thing that kinda catches my eye and I wish was slightly differently.

Is the 4-5 people with the full length staves.  

When you are walking with a staff that is full body length, you lift it up between walks and not just have it move back and forth(as you would with a shorter object)
should generate a 'circular' movement of some sort instead of a clock pendulum swinging back and forth?

http://d.wapday.com/animation/ccontennt/10565-f/wizard_walking_staff.gif?__sid=ggl&lang=en
http://ak.imgfarm.com/images/cursormania/files/24/12044a.gif

tl;dr;  2 guys with long staffs, the staffs need a little up/down movement they don't currently have?   Lips Sealed  (

"Experience is what you get when you did not get what you wanted"
Offline Quarry
« Reply #20 - Posted 2013-08-16 10:11:21 »

Great job, but in my opinion this doesn't really work for sprites. I hate when people get lazy and have sub pixel rotation and not actual scaling, then still call their games "retro"

The reason it works for Cube World is that it uses voxels as a style and doesn't market as retro (which it isn't)
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #21 - Posted 2013-08-16 10:13:45 »

Guess I need to be ready to be hated ... Smiley

Kev

Offline Quarry
« Reply #22 - Posted 2013-08-16 10:34:43 »

Haters gonna' hate
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #23 - Posted 2013-08-16 11:20:29 »

Last one for a while probably - need to get on to some environment for these guys to wander round. Just tried out some different sizes so I can have the bigger monsters again (and the wee ones):

<a href="http://www.youtube.com/v/0GLXWpe6voM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/0GLXWpe6voM?version=3&amp;hl=en_US&amp;start=</a>

Cheers,

Kev

Offline kappa
« League of Dukes »

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★★★★★


« Reply #24 - Posted 2013-08-16 11:36:53 »

Nice, looks really cool. Guess you could probably use the same system for the environments e.g. wind on trees & grass, moving platforms, doors, moving light lamps, etc.
Offline Herjan

Senior Member


Medals: 6
Projects: 1



« Reply #25 - Posted 2013-08-16 23:13:59 »

Little question, how did you make the skeleton so that it looks good for all sizes?

I mean, character 1 has a head of 30 pixels high and char 2 has a head of 10 pixels high... And all chars have other hands, so they have to start at higher places relative to the body then others, some have wider/bigger body's, etc.
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #26 - Posted 2013-08-16 23:20:39 »

There are multiple skeletons.

Cheers,

Kev

Offline kevglass

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Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #27 - Posted 2013-08-16 23:47:20 »

Started working on some environment for the characters to play in:



Cheers,

Kev

Offline Herjan

Senior Member


Medals: 6
Projects: 1



« Reply #28 - Posted 2013-08-17 14:00:03 »

Animated environment?  Wink
Offline kevglass

JGO Kernel


Medals: 85
Projects: 25


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #29 - Posted 2013-08-17 14:37:32 »

Little bit more on the tilesets, Aria tileset starting to come together:



Cheers,

Kev

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