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Posted 07 May 2012 - 12:17 AM
Posted 07 May 2012 - 02:01 AM
Posted 07 May 2012 - 03:50 AM
Thanks Vexator! That's probably a very good point. The heights are randomized, but they do tend to be on the short side...
this is the best thing i've seen posted on gamedev in the long time! love the animated sprites!
only critisicm: the "enemies" should be taller.. the player seems to be twice the size.
Posted 18 May 2012 - 06:32 AM
Posted 20 May 2012 - 10:08 PM
Posted 20 May 2012 - 10:57 PM
Posted 21 May 2012 - 01:02 AM
Posted 21 May 2012 - 06:00 AM
Posted 21 May 2012 - 12:25 PM
The shadows cast by the sprites are the sprite from the light's point of view, so if there's a light to his right, then the shadow will show him from the side. So it's really about as correct as I can possibly get it with just 8-direction sprites :-) Also, I did my best to line up the animations for each direction so that, for example, the left foot comes down on the same frame for all directions, which makes it work nicely too.
I'm wondering, are the shadows of the sprites just sprites facing the light source? It seems to work great anyway.
The idea with the Kinect is actually quite interesting. I don't have a Kinect right now, but have thought about getting one even just to play around with. The downsides would be that I'd have to re-record the characters and split out the animations again. As far as lighting goes, I might also have to get a better light setup in my bluescreen "studio" (chunk of cloth on the wall in my basement) to reduce the amount of lighting info that's baked into the sprites. Having that depth info could be pretty cool though (and might help with removing the background from the characters, although a larger chunk of cloth would help too)
Just a wild suggestion: I wonder if it would be feasible to use a kinect to record the sprites with depth information? Turn that into a tangent space normal map, even if crude, it might give you more visually consistent integration with the lighting system. And with parallax effect on enemy sprites it could give good enough 'in-betweens' to make the transitions between sprite viewing angles more seamless.
Posted 21 May 2012 - 12:33 PM
Just outta curiosity, did anyone try playing it, and did it run reasonably well?
Posted 22 May 2012 - 08:24 AM
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Posted 30 May 2012 - 03:33 PM