Why Not?
#31
Posted 16 October 2011 - 12:14 PM
Wait, on the spritesheet, how come there are only 6 animation tiles? Shouldn't there be 9? :3
#32
Posted 16 October 2011 - 12:22 PM
Edited by Sepulcher, 16 October 2011 - 12:50 PM.
#33
Posted 16 October 2011 - 12:24 PM
Can you PM me how you ripped them in so early? :3
#34
Posted 16 October 2011 - 03:31 PM
It turns out, I was using 2 too many colors; so I dropped a yellow, and the darkest blue to fit it in there. I could have sworn it was no more than 16 colors . Oh well.
#35
Posted 16 October 2011 - 03:41 PM
#36
Posted 16 October 2011 - 05:49 PM
#37
Posted 17 October 2011 - 11:02 AM
True, but cut scene screens are a very difficult way to use an animation that appears so often. For comparison, my "falling" animation (see sig) was much simpler, and even that still took a lot of time and a couple dozen extra screens. Scripting might even be easier for the item hold tiles, to tell the truth.
Oh well... even if the animated item hold sprites were dropped, this would still be great.
#38
Posted 21 October 2011 - 07:54 AM
#39
Posted 21 October 2011 - 07:58 AM
Are you working on attack animations now?... Will there be any other animations that use more frames than ZC normally supports?
#40
Posted 21 October 2011 - 08:40 AM
Are you working on attack animations now?... Will there be any other animations that use more frames than ZC normally supports?
Well I was doing casting, but I'll do those afterwards. And most likely; I plan to have these poses use moar frames:
-Casting (3, for hair/tunic blowing in the wind)
-Jumping (like 8, for smooth flipping)
-KO (Unknown number, so Link has a dramatic faceplant to the ground, like on LTTP)
-Roc's Cape (3, for wind blowing)
-Swimming Hold Tiles (for a similar effect as the normal ones)
And that's all I can think of for now. But as with the other poses that have more frames than usual, even the normal, static frame should look fine =).
#41
Posted 21 October 2011 - 06:54 PM
#42
Posted 11 November 2011 - 07:32 PM
#43
Posted 18 January 2012 - 10:58 PM
Still being worked on, planned maybe?
#44
Posted 19 January 2012 - 07:29 AM
#45
Posted 19 January 2012 - 01:16 PM
I only have one minor nitpick. Link's tunic looks a bit odd in the hold item animations. It looks less like ruffling of cloth, and more like random green pixels shuffling about, but other than that one stance, the rest or spot on, and nicely animated.
Edited by Anthus, 19 January 2012 - 01:17 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users