Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thanks for Rating! Attack animations will be in a separate tool. Current already has 100 anims. 

Do you think it’d be overload to have even more for Attack anims for each weapon?

I can add that in help-text. But offset usually depends on your game genre, hero speed, platformer vs top-down, and even the 2D physics engine. Do you have a good recommendation?

(+1)

>Do you think it’d be overload to have even more for Attack anims for each weapon?
Maybe, but the current problem is the there is zero attack animations for melee, which is quite inconvenient.
So I think adding at least one is very valuable, after that of course you continue adding  or stop at any moment.

>Do you have a good recommendation?
Standard recommendation for moving/running offset is to avoid 'feet sliding effect', so that the point of contact between character and the ground does not move between frames. I have made a quick demo:
https://alsoknown.itch.io/pixelmixer-test
Password: 123
The password is just to avoid pollution of main itch.io feed.

Notice that for running the optimal offset is 10px, for walking it is 4 or 5px. It is actually quite independent of the physics and other aspects, objectively determined by the relative motion of feet between frames.

Thanks, I'll add that to the roadmap for the next set of animations! Good feedback

(2 edits)

@AlSoKnown, here's a draft "attack/melee item" animation that can apply to sword/staff/wand.

Is this along the lines of what you mean? A caveat is I'm staying within 16x24 frame, like all other anims.