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[2D artist] for collaboration on 95% complete game - Dungeon Bash | Locked | |
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Jul 24 2015 Anchor | ||
This would be for revenue share and/or Kickstart. |
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Jul 24 2015 Anchor | |
Looks like this will be a great project! Will the artist be required to generate sprite sheets, or are you expecting the animation to happen in a different manner? Is this a custom engine? Edited by: Dracowyr |
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Jul 24 2015 Anchor | ||
Hi, the game needs individual images that make up the animations, with a numerical postfix to denote frames. eg zombie_attack_front_01 ... zombie attack_front_06 would be the 6 images that make up an animation of a zombie attacking in that direction. The images just need to be dropped into the appropriate directory and the development version of the game will pick them up and generate a sprite sheet from the resources every time it is run. So if you wanted to use a "bones" system to animate, for instance (which is very scriblenauts like) that would be fine, as long as the individual images are output and provided with the appropriate naming convention. Given 80-90 characters and two types of animation per character (move and attack), each of those in 4 directions - front, back, left and right, where left and right could easily be mirrored, so lets say 6 animations per character. Plus assorted other animations for effects and images for tiles and game UI. I like the scribblenauts style - its quite economical and yet expressive in its "chibi" style. I have the scribblenauts images already in the required directories and each 'animation' is simply a single frame, so everything looks static. The animation engine simply plays as many images as there are over the specified period, like 1 sec for an attack, so each animation does not have to have the same number of frames. whatever works. |
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Jul 24 2015 Anchor | |
Thanks for such a thorough answer - that clarifies my question! |
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Aug 4 2015 Anchor | ||
Hi, this position is filled now, cheers |
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