QuestFighting game sample animations: Difference between revisions

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===Aerial animations===
===Aerial animations===
<gallery>
<gallery>
Image:Up_Jump.gif|Vertical jump, and the only one you really need. This image also contains the falling sprites used for every jump animation, and used once you recover from an air knockdown. About twice as many sprites as needed.
Image:Up_jump.gif|Vertical jump, and the only one you really need. This image also contains the falling sprites used for every jump animation, and used once you recover from an air knockdown. About twice as many sprites as needed.
Image:Back_Jump.gif|Backwards jump, into the falling animation. Only have this animation if you want to be fancy.
Image:Back_jump.gif|Backwards jump, into the falling animation. Only have this animation if you want to be fancy.
Image:Forward_jump|Forwards jump, into the falling animation. Same as backwards jump, but played in reverse. Only have this animation if you want to be fancy.
Image:Forward_jump.gif|Forwards jump, into the falling animation. Same as backwards jump, but played in reverse. Only have this animation if you want to be fancy.
</gallery>
</gallery>



Revision as of 14:21, 5 November 2009

This page is dedicated solely to the sample animations so quest authors know what's needed for the fighting game.

You don't need to follow these to the letter. If a character would have a forward dash that teleports her to the top left corner of the screen, that's fine as well. Don't be afraid to come up with clever in-character abilities! They're the spice that makes things unique and interesting!

To note: these are at roughly one half the size they should be in-game.

Read this first: http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm

Stationary animations

Basic locomotions

Blocking

Aerial animations

Damaged animations

Everything in this section is about the average frames per animation.

Recovery


Miscellany