kevglass
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Posted
2013-08-13 13:53:19 » |
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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: http://www.youtube.com/v/g3fyEo1j0vA?version=3&hl=en_US&start=Cheers, Kev
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Nate
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Reply #1 - Posted
2013-08-13 14:18:27 » |
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Cool! Skeletal animation FTW. 
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namrog84
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Reply #2 - Posted
2013-08-13 19:32:53 » |
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I do enjoy this quite a lot. I was considering doing something like this myself for some upcoming things.
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"Experience is what you get when you did not get what you wanted"
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Games published by our own members! Check 'em out!
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Herjan
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Reply #3 - Posted
2013-08-13 19:40:11 » |
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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)
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Nate
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Reply #6 - Posted
2013-08-13 22:46:46 » |
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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!
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jonjava
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Reply #7 - Posted
2013-08-13 23:10:01 » |
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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.
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wessles
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Reply #8 - Posted
2013-08-14 02:47:41 » |
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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!
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kevglass
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Reply #9 - Posted
2013-08-14 08:29:43 » |
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Thanks for the feedback folks. I love that we're talking about the animations - I just put them in the best I could  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
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Games published by our own members! Check 'em out!
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teletubo
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Reply #10 - Posted
2013-08-14 12:38:38 » |
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this is extremelly cool. When will you share this with us?
How are the animations stored? Is it libgdx based ?
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kevglass
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Reply #11 - Posted
2013-08-14 13:00:37 » |
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I'm not sure you'd want the source right now  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  ). 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  Cheers, Kev
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teletubo
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Reply #12 - Posted
2013-08-14 13:14:31 » |
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Don't worry about the demo, I still have to write a game to make use it  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!
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Nate
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Reply #13 - Posted
2013-08-14 14:13:10 » |
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No, the world only needs one Spine, kthnxbai!  Kev, give Spine a try! Tweaking animations will be easier with a dopesheet. 
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kevglass
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Reply #14 - Posted
2013-08-14 14:55:25 » |
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Oh but I'm enjoying myself so much!
Kev
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Nate
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Reply #15 - Posted
2013-08-14 17:39:30 » |
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No joy for you! There are games to build! 
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wessles
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Reply #16 - Posted
2013-08-14 19:37:44 » |
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@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.
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Herjan
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Reply #18 - Posted
2013-08-15 11:22:41 » |
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Wow, actually I like that the tools are always on the 'right' hand  I think the miner is really cool :O
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Quarry
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Reply #20 - Posted
2013-08-16 08:11:21 » |
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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)
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kevglass
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Reply #21 - Posted
2013-08-16 08:13:45 » |
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Guess I need to be ready to be hated ...  Kev
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Quarry
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Reply #22 - Posted
2013-08-16 08:34:43 » |
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Haters gonna' hate
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kappa
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Reply #24 - Posted
2013-08-16 09:36:53 » |
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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.
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Herjan
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Reply #25 - Posted
2013-08-16 21:13:59 » |
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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.
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kevglass
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Reply #26 - Posted
2013-08-16 21:20:39 » |
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There are multiple skeletons.
Cheers,
Kev
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kevglass
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Reply #27 - Posted
2013-08-16 21:47:20 » |
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Started working on some environment for the characters to play in:  Cheers, Kev
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Herjan
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Reply #28 - Posted
2013-08-17 12:00:03 » |
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Animated environment? 
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kevglass
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Reply #29 - Posted
2013-08-17 12:37:32 » |
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Little bit more on the tilesets, Aria tileset starting to come together:  Cheers, Kev
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