Week 8: Real Archers Have Jelly Arms.

Hello!

This week we’re rounding up the very last things to do before our Beta presentation on friday. It’s mainly a lot of pressure on our programmers, but they are getting along fine right now, and everything is turning towards us having a nice, nearly complete game to show. Initially I was supposed to finish the very last attack animation for the last tree / tower (you can read more about my Tower Attack Animations in my previous blog post “Week 7: Even More Animating”). However, after a meeting with our group I was put in charge of completing all the animations for the archer, the only ranged enemy in the game.

Even so, I still decided to give it a try with the last tree. However, the result was horrendous, and our lead artist took it upon himself to try an animate it. I won’t post my result here, as I fear the quality of my blog would deteriorate even further. If that is at all possible.

So, I started animating the archer yesterday morning. This time there is no deeper meaning behind my work, so I’ll only go into the technical stuff.

I started with animating his walk cycle. Since the enemies only move in 4 directions (up, down, left, right), compared to the player character who can move in 8 directions (diagonals included), I had to make walking cycles in 4 different directions. First idea is to just mirror either the left or right walking cycle to cut down on the work. I did not think of this, and simply added another hour and a half, to two hours of work. I used Photoshop once again to animate the character.

I started out witht the idle sprite of the enemy (ell enemies were designed and drawn by our lead artist Nisse):

Archer Front Idle

This image is 64×64 pixels, it’s the actual size of the enmy in the game. When animating it I simply zoomed in on it a bit. This resulted in a very pixelated, blocky look of the character.

Once I had the initial sprite, I copied it over once, so that I had a copy of the character for the first frame. I then made another layer in Photoshop so I could draw over the image without messing up the original sprite. I used this layer to sketch the movement for the characters legs. Once I had a basic sketch down, I made another fgrame, copied over the sprite and sketched layer, and then re-did the sketch so it would fit in the animation sequence. I did this 6 times for 6 frames. Then, I added another layer to each frame, where I did the arms. Once the sketches were done for each frame, I erased parts of the original image and filled in the sketch with colors. The final result was this:

Archer-Walking-Front-gif

Right now the animations is playing with 1 frame every 0.1 seconds, which in my opinion is a tad bit too fast.

This is the process I used for all directions, as well as the attack animations.

Walking Animations:

Archer-Walking-Left-gif Archer-Walking-Right-gif Archer-Walking-Up-gif

Attack animations:

Archer-Attack-Down-gif Archer-Attack-Left-gif Archer-Attack-Right-gif Archer-Attack-Up-gif

As you may already have noticed, the archers arms in some of the walking animations look as if they are made of jelly. This was definitely intended, and not something I missed until the very last frame of animating.

The main difference between the attack and walking animations is that the attack animations have 8 frames instead of 6. However, I used the same technique for both when animating them.

That concludes week 8 for now. On friday is our beta presentation, and hopefully all will go well.

//Holm

About Markus Holm

2014  Graphics