Cole Thorn Club All Animations
Cole's knocking 'em out the park with the Thorn Club. Compared to his dinkier daggers, this carved tree stump wrapped in thorns can pack a whallop!
The standing attack can hammer down objects and bat away enemies trying to jump on Cole.
The crouching attack can cat forward enemies with a heavy swing and send them flying forward. With precise focus, Cole could even bat back flying rocks, cannonballs, and other big projectiles!
Cole can swing in the air with similar qualities to his crouching swing, with more ability move in the air.
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This might be the last weapon I tackle animating for now, to focus on other art related needs for my game, Blackmask.
Posted using PostyBirb
The standing attack can hammer down objects and bat away enemies trying to jump on Cole.
The crouching attack can cat forward enemies with a heavy swing and send them flying forward. With precise focus, Cole could even bat back flying rocks, cannonballs, and other big projectiles!
Cole can swing in the air with similar qualities to his crouching swing, with more ability move in the air.
----
This might be the last weapon I tackle animating for now, to focus on other art related needs for my game, Blackmask.
Posted using PostyBirb
Category Artwork (Digital) / All
Species Raccoon
Size 864 x 604px
File Size 166.7 kB
hi sorry to just drop in,
may be i'm wrong but trying to make blured "smudge" lines in the direction of the attack would be easier for the eye, like in cartoon action movies or comics, don't know if i described it correctly
anyway you got there some nice drawings and pixel art animations, great work
may be i'm wrong but trying to make blured "smudge" lines in the direction of the attack would be easier for the eye, like in cartoon action movies or comics, don't know if i described it correctly
anyway you got there some nice drawings and pixel art animations, great work
A long smear is a valid animation technique. You don't need to feel bad for the suggestion.
I decided on the multiple version because I wanted to reuse the ending impact frame for the attack range.
I'm not against switching it to a longer smear since importing sprite frames in Unity engine keeps considering in the multi smear parts separate when they should be together.
I decided on the multiple version because I wanted to reuse the ending impact frame for the attack range.
I'm not against switching it to a longer smear since importing sprite frames in Unity engine keeps considering in the multi smear parts separate when they should be together.
As it's a larger heavier weapon, I don't immediately want to make that weapon faster than needed.
As for the "last impact frame." The frames you see during the smears are are the same "drawing" of the club on the ground. The main difference being the first frame has the smear and then the frame after doesn't have a smear.
I've tested previous animations of this where I cut out the frames for a faster animation, but it didn't read as a club that's far enough away from Cole.
This might change when I get the animations into the engine and press a button to understand it's feeling. If it's the incorrect feeling, I'll adjust as needed.
As for the "last impact frame." The frames you see during the smears are are the same "drawing" of the club on the ground. The main difference being the first frame has the smear and then the frame after doesn't have a smear.
I've tested previous animations of this where I cut out the frames for a faster animation, but it didn't read as a club that's far enough away from Cole.
This might change when I get the animations into the engine and press a button to understand it's feeling. If it's the incorrect feeling, I'll adjust as needed.
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