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Work In Progress / Re: The Leflair Sprite Sweatshop, Voxels need not apply
« on: September 23, 2012, 02:48:02 pm »
NW arms movements
Was a bit worried that some of the hands would overlap the legs before I started gluing on the legs (and not sure how the game handles that when it comes to "overlap priority") which could look wonky if an arm was supposed to be "infront" of the leg while the hand ends up behind the hip or something. Turns out none of the hands did so no worries there.
I've noticed that the game have "complete" arms even when the main body should hide most of them (diagonal facings/side view). Might be smart to fill in with a dark colour "just in case" the arm doesn't link up perfectly with the body as it wouldn't be noticable then. Might help with positioning too...
NE done
SW done
Because the body hides the arms I chose not to draw the hidden arms, no need to have them pop out if they end up misaligned with the body.
Only 40 frames (West and North) + 8 stills + Picking death animations to go!
Well... that and getting them in game.
Was a bit worried that some of the hands would overlap the legs before I started gluing on the legs (and not sure how the game handles that when it comes to "overlap priority") which could look wonky if an arm was supposed to be "infront" of the leg while the hand ends up behind the hip or something. Turns out none of the hands did so no worries there.
I've noticed that the game have "complete" arms even when the main body should hide most of them (diagonal facings/side view). Might be smart to fill in with a dark colour "just in case" the arm doesn't link up perfectly with the body as it wouldn't be noticable then. Might help with positioning too...
NE done
SW done
Because the body hides the arms I chose not to draw the hidden arms, no need to have them pop out if they end up misaligned with the body.
Only 40 frames (West and North) + 8 stills + Picking death animations to go!
Well... that and getting them in game.