yay!
Tuesday, 1 November 2016
Monday, 31 October 2016
progress
I am in charge of our character animation
I need to animate the following with our youngest sprout:
-healthy idle
-tired idle
-out of breath idle
-running
-jumping/falling
-pushing
-climbing
-fall on knees (for death)
the following for 2 evolved sprouts (they cannot die):
-healthy idle
-running
-jumping/falling
-climbing
and the following for our last evolved sprout:
-healthy idle
I need to animate the following with our youngest sprout:
-healthy idle
-tired idle
-out of breath idle
-running
-jumping/falling
-pushing
-climbing
-fall on knees (for death)
the following for 2 evolved sprouts (they cannot die):
-healthy idle
-running
-jumping/falling
-climbing
and the following for our last evolved sprout:
-healthy idle
I have the first idle state ready and cleaned, and i roughed a few more. The run state is not finished yet, only half of it done:
Monday, 3 October 2016
Clean up of more assets
and progress on extra assets:
the idea here is to have the bushes move when the player walks in front of them.
Gifs of animated assets
From what I could experience so far, I can have a better timing in
photoshop than in Unity. There might be an option in Unity in order to
get a more precise timing ( like in photoshop where the timeline allows
you to enter values such as 0.05 seconds). I need to ask the question in
class. So animated in photoshop these gifs show my animated assets for
the project so far:
Sunday, 2 October 2016
little test...
I probably want to ask in class if this is the correct way to make a simple cinder animation loop (whatever happens in the game, this should always loop)
Saturday, 1 October 2016
Monday, 5 September 2016
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