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PostPosted: Mon Oct 08, 2018 11:45 am 
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pubby wrote:
Shadow should get smaller the higher she goes.

Whatever looks best. Technically it could get bigger, or smaller, or stay same size - depending on the light source.
I guess bigger shadow wouldn't look so well, same size looks good, and, yes, maybe smaller size could look even better.

tepples wrote:
That's correct. A buffered move will execute without delay.

Okay, just wanted to be sure that you've kept it in mind.

tepples wrote:
Yet the ZX81 tileset works without need for attributes.

Yes, but that's using dithering instead of colors. The NES version does actually have some source code option for 24x24pix cells with dithering, too. The dither in NES version is rather imperfectly implemented though.
On the other hand, dither+palette might help to get better contrast on NES. Or, using different colors (like replacing four green-shades by black, dark-green, yellow-green, yellow) might also help on better contrast (on color TV at least).
Anyways, 32x32pix cells aren't so bad for NES. With smaller sizes you'd get even bigger floors with more moves (making the game more difficult to solve).

tepples wrote:
It's an animation cheat, I admit. Games are full of them. Look at how small the houses are in outdoor scenes in many RPGs.

No problem, I just meant that it might become a problem if the dimensions are totally wrong (and even then it might be fine if it doesn't look too obvious).


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PostPosted: Thu Feb 21, 2019 11:33 am 
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I started with a Scale2x of the existing sprite (using this GIMP plug-in) and added a bit of depth to produce a double-size rolling animation. Anything I could improve?


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Libbet-roll-x2.png
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PostPosted: Thu Feb 21, 2019 3:05 pm 
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I didn't read the whole thread so i might've missed something, but how about giving her a bit of directional shade? I think that could help balance the impression, what with all the intensive changes of rolling, and reinforce her sphere-iness.


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Libbet-roll-x2-shade.png
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PostPosted: Thu Feb 21, 2019 3:12 pm 
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tepples wrote:
It's an animation cheat, I admit. Games are full of them.

Some cheats are easy to get away with. Others... are horrendous. See below for a gruesome mistake i made at one point:

Attachment:
disturbingknees.gif
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In roller derby, it is often beneficial to step-roll 360 degress around your own axis to escape a troublesome blocker of the opposing team. If you're doing it successfully, each leg shouldn't rotate around its own axis or swap hip joints :shock:

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PostPosted: Thu Feb 21, 2019 6:12 pm 
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Disney animators routinely make the same "gruesome mistake" with Mickey Mouse's ears that you made with your skater's legs. But perhaps it appears less gruesome because Mickey is less often seen rotating.

FrankenGraphics wrote:
how about giving her a bit of directional shade?

I didn't try directional shade earlier because I feared loss of ability to reuse vertically flipped tiles. This doesn't hurt the jumping cels as much as the rolling cels. But now that I look at the CHR set that my sprite sheet tool produces, only six in-game tiles are reused vertically flipped: four in side view rolling and two in front/back view rolling. So that's a good idea.

Attachment:
File comment: Sprite sheet
Libbet.png
Libbet.png [ 952 Bytes | Viewed 4320 times ]

The horizontal line at far right is the shadow that shows during a jump. The squarish looking thing is used for setting up impossible triangle priority on the animation for falling into a hole. The priority trick works the same on Game Boy as on NES, with the caveat that when running monochrome software, the PPU reorders sprites with smaller X coordinates to the front.


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File comment: 40 unique tiles, flipped ones highlighted in pink
_utiles.png
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PostPosted: Sat Mar 09, 2019 2:38 pm 
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In this post, darryl.revok wrote:
tepples wrote:
There are practical problems with asymmetric highlighting on a sprite that's going to be flipped.

I've [...] decided at the end of the day, nobody but me is ever going to care that the highlight might reverse sides. It's like when a character faces the other way, their handedness changes.

That's fine for a character who doesn't often turn upside down, such as Milca from my aborted attempt at a Cookie Clicker port. Libbet is a little bit different, as she sticks her head down and rolls. If you take art shaded to imply a light source in one direction and try to rotate it, she'll look like a cardboard cutout.

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PostPosted: Sat Mar 09, 2019 5:21 pm 
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nocash wrote:
Although, to be geometrically correct, the perimeter of the boulder should be roughly same as the width/height of the floor cells (so it takes one rotation per floor cell, unless you would want Libbet to end up with the nose on the ground after 1.25 rotations).

I remember people making jokes about π=2 for Stephen's Sausage Roll, and I felt like this impossible physics was an incredibly good feature for a game to have.

FrankenGraphics wrote:
If you're doing it successfully, each leg shouldn't rotate around its own axis or swap hip joints :shock:

This too I think is great and probably better than a realistic turn. :)


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