Your talk about quick pauses and slowdown inspired me to try the same in my current project: Twitter short video
I'll probably experiment with screen shake too.
I'll probably experiment with screen shake too.
SF2 used it egregiously, though. Especially when you consider the stutter was the whole game and it happened constantly. There was no real differentiation between huge attacks - they all stuttered.Street Fighter 2 does this when projectiles hit. Looks and feels terrible. Not recommended.
Your talk about quick pauses and slowdown inspired me to try the same in my current project: Twitter short video
I'll probably experiment with screen shake too.
SF2 used it egregiously, though. Especially when you consider the stutter was the whole game and it happened constantly. There was no real differentiation between huge attacks - they all stuttered.
Using it for one attack or the like I feel is good if it's quick and doesn't get in the way.
I use it for the zip, there's several occasions where you need to line up zips to cross large gaps by triple shotting enemies to recharge the maneuver and those small frame stutters help the player line up a bit better.
If I used it everywhere I'd say no go. But since it's tied to a single, strong attack - one that requires management of resources - I feel it provides that extra feedback that differentiates itself from other attacks.
Yup. Although I find them to be slightly more advantageous the faster the gameplay is.Your talk about quick pauses and slowdown inspired me to try the same in my current project: Twitter short video
I'll probably experiment with screen shake too.
I do this for shake. Can adjust the amount (how far the transform moves from its anchor) and time (how long to shake for).I wonder how effective it would be to put some kind of scalar on the effect that's tied to the damage amount.
Makes me feel bad about my animation haha, and by the way your game looks wonderful!
This won't happen anytime soon alas I would really like doing it. However, theComing out of lurk mode to ask Missle if he's documenting your color experiments in a blog somewhere. It'd be nice to have them all compiled in one spot.
Good luck, man! :+Excited and have no idea what to expect, but my kickstarter is live!!
SF2 used it egregiously, though. Especially when you consider the stutter was the whole game and it happened constantly. There was no real differentiation between huge attacks - they all stuttered.
Excited and have no idea what to expect, but my kickstarter is live!!
Aye. Killing blows or one off attacks are good. For other stuff, micro stuttering on the enemy alone is kinda cool, depending on the speed of your game.Yea, overuse can lead to it feeling pretty horrible, but it has the potential to be nice. I think Smash Bros does it quite well. IIRC, they reserve it only for "killing" blows which gives it a little extra "oomph".
Just got to find the right balance.
Our game will be available in less than two hours. It's a exciting time for the team!
Thank you =)
When I started making game art, I came from a background of graphic design and illustration and very little experience with animation. My first animated sprites were nowhere near as good as yours, they were really kind of shockingly bad -- So I think you're in good shape.
What's your game and on which platforms?Our game will be available in less than two hours. It's a exciting time for the team!
Only cause i had fun with Mugen 15 years ago
So my animation are pretty bad in game. I mean it's also cause it 's tricky to time the motion properly to fit the animation speed. And for the jump i'm still not sure how to do i'll have to test. How to time the ascension then the fall, and with different jumping heights..
Now i'll animate things directly while testing them in game.
Tiled and Tiled2Unity was what was recommended to me
What's your game and on which platforms?
TANKR. Right now for Windows, but Linux and Mac will be ready this week or the early next.
Excited and have no idea what to expect, but my kickstarter is live!!
Good luck, man! :+
Good luck, man! :+
Yeah, good luck!
Good luck! Mine is launching June 28.
The art in this game is pretty rad dude! The only thing visually that I didn't care for was the thick white border around the characters. Have you tried a thinner line, or even a black/gray line? Just curious. Either way, I'll be keeping my eye on this =)
I´m also doing a 2D platformer, for the jumping animation I´ve broken the sprite into 3:Only cause i had fun with Mugen 15 years ago
So my animation are pretty bad in game. I mean it's also cause it 's tricky to time the motion properly to fit the animation speed. And for the jump i'm still not sure how to do i'll have to test. How to time the ascension then the fall, and with different jumping heights..
Now i'll animate things directly while testing them in game.
I love hitstop, but noticable hitstop on every hit is excessive.
/edit on the other hand, that almost feels like Platinum (tm) Witch Time... hmmm... I wonder if they use the same coding...
Man, I will probably be back here in 4 months to try and figure out how to implement hitstop in gamemaker
I´m using GM and have succesfully implemented it, it was easier than I thought, but you have to plan in advance. Instead of using the step event, use the User Event for all instances, then have a GameplayController instance that in it´s step event calls the User Event of all instances.
Now you have control over time, you can decide in GameplayController to run the code or not of some instances, run it only every few frames (slowdown), or skip it for some steps (hitstop/freeze frame).
RelentlessRolento, good luck dude!
I´m also doing a 2D platformer, for the jumping animation I´ve broken the sprite into 3:
- Rise: Small loop with the player rising. The tail, ears, etc...move in a loop. This is shown while the vertical speed < 0.
- Peak: When the vertical speed approaches 0 this animation takes over, transitioning from the rising pose to the falling one. You have to be careful so this animation has enough time to end before or shortly after the vertical speed of the character becomes greater than 0, so tha if the player lands on the floor the animation won´t get interrupted in a weird frame.
- Fall: When the peak animation ends this one kicks in. It´s another "static" pose, with animations for the ears and tail to convery movement. You can make the animation speed relative to the vertical speed, so the faster the player is falling, the faster the ears/tail will move (I didn´t mention this for the rising phase but you can do it there as well).
Here is a little GIF showing it in action, note that due to the GIF´s frame rate some frames are not showing, but you can get the idea:
https://t.co/ialisB6A2D
Edit: I forgot to mention it, I´m also stretching a bit the sprite vertically in the rise and falling phases. As with the animation speed, you can also stretch more the sprite the faster it´s moving. Conversely, when the player lands you can stretch the sprite horizontally to make it more bouncy or cartoony. You can even add this effect for the walking sprite, but it depends on how cartoony you want the character to look.
Awesome, congrats! I'm gonna pick this up right now and hopefully get to play a little when I get out of work.
Also just curious, what is your teams post launch plan? Have a new project in mind or maybe updates? I saw a comment on your discussion page on steam mentioning CTF and team deathmatch. Could be cool.
I love hitstop, but noticable hitstop on every hit is excessive.
/edit on the other hand, that almost feels like Platinum (tm) Witch Time... hmmm... I wonder if they use the same coding...
I agree, hitstop breaks the rythm so whenever it´s implemented it should be considered if it can affect gameplay negatively. In Bayonetta entering Witch Time is alright because it gives you an advantage over the enemy and you have time to react. Doing parries also cause slowdown/time freeze, but it´s alright as the enemies are frozen and your next action (the counter) is automatic. In SF2 however it sometimes messed up my timing during combos. Mario games have a sort of hitstop/frame freeze when you are hit which I think works pretty well, as it gives you time to address the situation and plan how to get out of the pinch you´ve walked in.
So apart from it looking good or not visually, gameplay side effects should be considered.
Define it's use. There's more than one type:
Global - stutters the entire game
Local - stutters the object
Which one is most egregious on every hit to you guys? There's a big difference between the two, IMO.
I understand all that.I think the division is best whether it affects the player or not. Anything that affects the player shouldn´t require an input, for example in Bayonetta you get invincibility during Witch Time and the counter is automatic after a parry. In Mario you get some invincibility frames after being hit. In any of these cases there´s no strict requirement of user input. In SF however, if you´re attacking slowdowns or freeze frames can make you drop your combo, which is frustrating.
So if you´re going to do something that affects the player as well, make sure that no strict input timing is required. In SF4, when finishing with an Ultra you get a cool freeze frames while "KO" appears on screen. It´s a cool moment. Well, the whole Ultra sequences are automatic and the user can´t follow them up, so any kind of "time effect" can be safely used there. The Batman Arkham series also uses slowdown for the last attack in a fight and again, there´s no need for the user to input anything after that last hit as there are no enemies or dangers left.
You could use hitstop only for big special attacks and add some invincibility after them, so the player gets the chance to mess up his inputs with no negative consequences during the slowdown/stop. But anyway, I would only do this for special moments (the killing blow, a very special and strong attack, killing the last enemy...) because if you use it too much it will loose it´s impact. In SF3 Ryu had an Ultra that completely froze the game and it worked masterfully to sell the huge strength behind the attack. I don´t know if it´s because no other special moves did it or because this attack had longer feeze frames and was accompanied by a small zoom, but it made this attack stand out to me.
Micro stutters only affecting the enemies when being hit can work too, but I think a short "hit-recovery" animation could work better.
Grimson