Author Topic: Game Design Megathread  (Read 554087 times)

you should probably do something like bushido and use a pixel animation for jumping, shooting, and all that stuff

Do you mean, adding a jump animation?

you should probably do something like bushido and use a pixel animation for jumping, shooting, and all that stuff
you make it sound like it's a thing only a select few people do, and not an universal concept present absolutely everywhere

you make it sound like it's a thing only a select few people do, and not an universal concept present absolutely everywhere

ok? that's bad how?



ooo, is that the default rpg maker window skin?

you should probably do something like bushido and use a pixel animation for jumping, shooting, and all that stuff
what

ooo, is that the default rpg maker window skin?
Nope, edited version of it.

what

for a second i thought he meant i was doing something out of the ordinary so i went back and looked through all of my gifs

metro are you telling me you think express animations for every form of movement isnt normal


Not really a "game" yet, just a title screen.

The in-jokes are between me and friends. Basically, our friend Dylan used to tell everyone that his family was in the mob and that all the men in his family originally had the name "Vito." That was a lie, but it was funny so it styck. Then he started messing around with RPG maker back in the late 05s (around 8th to 9th grade) and made a series of crappy turn based RPGs called Vito's Island.

Vito's Island II: Getting High can be viewed by clicking here if you're really that interested.

Anyway, this isn't just a mock-up of the title screen, oh no, this is going to be a real deal thing should I have time to finish it. See, while messing around with really old archive discs (DVDs) from the same era, I happened upon and unfinished demo for a game DYlan simply called forget Quest.

Now, I'm not exactly sure what the game was about as the files are so old and improperly burned or missing(curses 2005 era Swholli) I couldn't play it, but I did get the title.

I consider this my grand reconstruction of a friend's long lost dream.

metro are you telling me you think express animations for every form of movement isnt normal

I would be interested in seeing how you make your animation, like the process.
 

-snip-

Huh.  Reminds me of an idea a friend of mine had back in ye middle schoole days.  He wanted to make a game called Fat Quest.  I'm not sure how serious he was about it, but it was kind of an amusing idea.  Basically, you play as a peasant who wants to get out of work by becoming morbidly obese and collecting welfare.  To do this, however, he needs a lot of food, and so a fairly typical RPG quest for treasure begins.

Not much survives of this idea.  All I really have is an old Stagecast sim with some basic Zelda-like gameplay and a few different items and enemies.  It's pretty good for Stagecast, but I think something like this would be better suited to a game making utility that isn't complete dog stuff.

I would be interested in seeing how you make your animation, like the process.
 

i dont understand

all i really do is draw a body, then attach legs and arms and then bend the body according to where the animation is taking it (for instance if the character is walking, the body would bend a little forward to imply that the character's weight has shifted in such a way the legs are propelling it specifically in that direction, wheras if he were jumping the body would be a bit more floaty and upright)

but the trick is that, due to the incredibly small resolution i usually work at, the animation is grandiose and over the top, so observing the way people in real life move will only get you so far- for instance, Tetsujin's protag has a really silly walk cycle where his legs are flappin all over the place and no real human walks like that, but it's still easy to tell he's walking because of the way that the walking movement is so exaggerated. there is definite movement happening in every frame, and the movement is significant enough that even at the low frame rate you can still tell what is happening

check this out, actually: the 12 basic principles of animation

wait, are you in advanced?
(File > Advanced Mode)

it doesn't show up in simple but if it doesn't in advanced it might not be in the free version
Thanks, that did it.