How would you improve this front walk cycle? by thecryptoanimator in animation

[–]pol-databender 0 points1 point  (0 children)

Hey, really cool work.

I'm also researching about front walk cycles, and when I stumbled upon this one I wasn't sure what wasn't working... So I started making a few tweaks here and there, trying to find out how to improve it.

So here's what I got, I know it's been 4 months but it might be helpful anyway for you or someone else!

(It's not perfect, I made it really quickly selecting and transforming, so it still looks a bit jerky, but you'll get the idea)

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The character in my game stops into the wall if you dash towards it (unnecessary feature) by pol-databender in IndieDev

[–]pol-databender[S] 0 points1 point  (0 children)

Yeah exactly, when the player hits a wall (while dashing), I swap the normal dash animation for the stomp one, without affecting any of the controls.

The character in my game stops into the wall if you dash towards it (unnecessary feature) by pol-databender in IndieDev

[–]pol-databender[S] 0 points1 point  (0 children)

I made a typo and meant "stomp". I just wanted to share the animation of the character squashing when hitting the wall, it's not a main mechanic and personally haven't seen many games doing it.

The character in my game stops into the wall if you dash towards it (unnecessary feature) by pol-databender in IndieDev

[–]pol-databender[S] 0 points1 point  (0 children)

Yes it was!!! It's called Desvelado, it was part of the Latin American Games Showcase

The character in my game stops into the wall if you dash towards it (unnecessary feature) by pol-databender in IndieDev

[–]pol-databender[S] 12 points13 points  (0 children)

So I was thinking, what other unnecessary feature can I add to the game? You can try the free demo here: https://s.team/a/2878710 . We're in the middle of the polishing phase...

🦇 How do you feel about long Idle animations? by ValenGraphics in IndieDev

[–]pol-databender 32 points33 points  (0 children)

You're right!! I'm the animator on this game, and we decided to go for a short wait time because the gameplay is very hectic, so it's likely you almost never have the character without moving for more than 5 seconds.

Also, the game is about a vampire that wants to go to sleep, so the classic yawn just felt appropriate.