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PostPosted: Sun Dec 17, 2017 7:32 am 
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Quote:
Better?


yes.

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PostPosted: Sun Dec 24, 2017 4:58 am 
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Update

Spent 6 cels of mostly unique tiles on the determined stride/run animation since the player will see that a lot.

Summary
Time domain: Duration set to 4 frames for transitioning cels; 7 frames for the 2 "turning point" cels.
Position domain: a "dip" of 1px set for two of the cels (worth 4 frames each) when the legs are between contact points with the ground. i experimented with having position animation free-standing from cel durations, but the yield was not enough to justify it imo.
Pixel domain: The differences in movement from cel to cel were made to create an "ease in" from the turning points but end quite abruptly at the next turning point: the largest distance is covered between the last "transition" cel and the upcoming turning point. This hopefully helps reinforce the expression of determination.


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PostPosted: Sat Jan 20, 2018 5:01 pm 
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There's a little pixel cleanup to be done, but i think this giant rat (my biggest pain) is finally starting to come together.

Just to make sure you guys think it works -- If you have any critique, let me know!

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PostPosted: Sat Jan 20, 2018 6:21 pm 
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I love the rat. The bounce has a lot of energy/personality.

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PostPosted: Sat Jan 20, 2018 6:51 pm 
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Thanks! Trying to bring out some more of that.

Same use of tiles (actually one less), more dynamic placement. Definitely smoother. A little different pacing (always hard to nail! Better? Worse?)


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