Digital Brilliance Hour
Active member
O Ilusionista said:I am glad to help. If you want, I can give you a full feedback of the game, pointing what is wrong and how to fix it.
That would be so appreciated!
O Ilusionista said:I am glad to help. If you want, I can give you a full feedback of the game, pointing what is wrong and how to fix it.
O Ilusionista said:I am glad to help. If you want, I can give you a full feedback of the game, pointing what is wrong and how to fix it.
Damon Caskey said:Planted... planted, always. Usually you want to anchor an attack off the back foot (think just like throwing a Jab or Straight in real life). In some cases you'll want to plant the front foot instead. But never use a static center line as your anchor, this will result in a terrible looking animation where the entity appears to slide their feet on place while attacking. It's one of the most common mistakes new authors make, and you still see it in a lot of professional games. I'll try to post a video example for you.
Incidentally, one of the first things you want to do (at least in OpenBOR), is use a standard canvas size for your sprites. That way you can properly anchor animations while keeping a single uniform offset throughout the model text. This will save you unbelievable amounts of time, and it doesn't cost extra memory because OpenBOR automatically trims/optimizes images as they are loaded.
DC