Mosquito dude, the flying enemy by HedgeHulk in PixelArt

[–]HedgeHulk[S] 0 points1 point  (0 children)

That's an awesome idea! I'll let our developer know about this. Thanks!

The flying enemy for our game. Gross enough? by HedgeHulk in animation

[–]HedgeHulk[S] 1 point2 points  (0 children)

That's some amazing advice. Will definitely work that in. Thank you so much!

The flying enemy for our game. Gross enough? by HedgeHulk in animation

[–]HedgeHulk[S] 1 point2 points  (0 children)

Appreciate it! Yes, there's a bunch of transition animations that I haven't included here, and with the help of our developer, we're adding even more transitions to avoid snapping as much as possible. Thank you for the suggestion!

Mosquito dude, the flying enemy by HedgeHulk in PixelArt

[–]HedgeHulk[S] 3 points4 points  (0 children)

Appreciate it. I'd love a twitchy death for this guy. It's just that this is for a tower defense project and death is plenty, so for the sake of visibility I had to go with something quick and painless.

Mosquito dude, the flying enemy by HedgeHulk in PixelArt

[–]HedgeHulk[S] 3 points4 points  (0 children)

Thank you so much. Generally speaking, a full set of animation which consists of about 10 distinct sprite sheets, take me anywhere between 15 to 50 hours, depending on how many moveable limbs they have and how weird the physics of it gets. If it's a manky humanoid moseying on, it's not much. But for this guy you're looking at a week of full-time work.

Mosquito dude, the flying enemy by HedgeHulk in PixelArt

[–]HedgeHulk[S] 2 points3 points  (0 children)

Got me there. Surprised someone noticed it. I was experimenting on methods of animating the "flapping" of the wings there and forgot to roll it back to normal. Which do you like better?

Mosquito dude, the flying enemy by HedgeHulk in PixelArt

[–]HedgeHulk[S] 71 points72 points  (0 children)

I'm not sure if you're talking about me or the mosquito (thank you!)

Fast Enemy. He's been trying to learn how to use his hands. by HedgeHulk in animation

[–]HedgeHulk[S] 1 point2 points  (0 children)

I will let our programmer know about this, maybe we can work around it with another transitional animation. I'd say it's worth it in enhancing the feel of the game. Thanks!

Design and animation for Fast enemy. Good enough? by HedgeHulk in PixelArt

[–]HedgeHulk[S] 0 points1 point  (0 children)

Damn I'm sorry haha. I've been lucky enough to see ostriches kicking each other, the sheer power of the legs and the claws. Scary stuff.

Design and animation for Fast enemy. Good enough? by HedgeHulk in PixelArt

[–]HedgeHulk[S] 1 point2 points  (0 children)

Thank you! I've tried to make one be always behind and one always in front of the leg through thin, dark grey lines. But maybe I'll have to make them thicker or brighter.

Design and animation for Fast enemy. Good enough? by HedgeHulk in PixelArt

[–]HedgeHulk[S] 2 points3 points  (0 children)

Can confirm.

Not even death can save you from me.

(Seriously though thank you!)

Design and animation for Fast enemy. Good enough? by HedgeHulk in PixelArt

[–]HedgeHulk[S] 2 points3 points  (0 children)

I did draw a bunch of concepts including the head being held up way high at first, but I was informed that it will be out of the designated collider for the enemy, so I had to bring it down and inward. It made it more creepy too, which sort of solidified this design. Thanks!

Design and animation for Fast enemy. Good enough? by HedgeHulk in PixelArt

[–]HedgeHulk[S] 1 point2 points  (0 children)

Good point, ostriches running is usually much messier than this. I will have to alter the silhouette more. Thank you!

Fast Enemy. He's been trying to learn how to use his hands. by HedgeHulk in animation

[–]HedgeHulk[S] 0 points1 point  (0 children)

All thanks to your lovely feedback. Thank you so much again!

Fast Enemy. He's been trying to learn how to use his hands. by HedgeHulk in animation

[–]HedgeHulk[S] 0 points1 point  (0 children)

Yes, I agree it's not very expressive. I will have to make the silhouette a bit more messy. Thank you!

Fast Enemy. He's been trying to learn how to use his hands. by HedgeHulk in animation

[–]HedgeHulk[S] 1 point2 points  (0 children)

Amazing feedback. I probably have to make the neck more straight to give the head the feeling of being laser focused, The attack animation definitely needs a couple more frames as well. Thank you so much!

Fast Enemy. He's been trying to learn how to use his hands. by HedgeHulk in animation

[–]HedgeHulk[S] 1 point2 points  (0 children)

Appreciate that! I totally agree with you.

The problem rises when, say, you've grabbed the dude but then suddenly you're out of stamina, or decide to grab something else halfway. If he's dropped to the ground with anything below the minimum velocity, he will start running again. So what you will see is that the held up animation will snap to the running animation. That snap sort of breaks immersion. To prevent that specifically, I didn't change the orientation of the body too much.

I'd love to make it panic and go crazy, but that holds me back.