This is an older video that I just realized was never made public, so I figured why not release it right? It's the little things that make your creations that much better :)
This is also a really great tip for 2D animation, add a second frame, and make it slightly different and go a tiny bit further than the frame, (like a punch being more forward) and it’ll look flawless
Awesome Tipp thanks! Btw one thing to note here is that in fact you did alter the initial animation - comparing both animations I would say you reduce the "power / punchiness" of the punches while smoothing out the animation. In the original one the punches had way more power it seems :) That's not a critique or anything bad, guess I want to say that tiny changes likes this could potentially change the feeling of the movement. A short moment of stiffness creates some sort of impact feeling here imo.
You're absolutely right! In this case the best thing to do if you want smoother combat animations with more impact is to add an extra keyframe at the end to hold position as well as up the overall speed of the attack for a snappier movement. I realized now that using a punch to demonstrate might not have been my best choice xD But there are plently of animations out there that simply hold on a singular pose for too long which (unless that is the intentional style) can make those animations just not look quite right.
But for i thing that this example the right one is the best of them because we really can feel the impact of the punch Maybe for a puch button make that when the caracter actually hit an enemy, he stop the animation 0.2 seconds or something like that
Great vid u have made, I really enjoyed it. Could u pls make vid wher u show us, how to make an enemy that respawns and cant be controlled.That would be very nice of u cuz I got the Game Yesterday and I have some Problems when edeting my game.
I have a question! So sometimes when I’m animating something and I have a key frame go from point A to point B as if they are running. But let’s say at point B, there is a force that stops it. For some reason the character that was walking jerks forward really fast and then does the animation it is supposed to when that force stops it. How can I prevent this and what am I doing wrong that is making it do that?
This is an older video that I just realized was never made public, so I figured why not release it right?
It's the little things that make your creations that much better :)
great decision XD This seems brilliant
How did you change the color of the key frames?
When even a deleted video is helpful and simple, you know that you gotta sub to this guy. absolute amazing work
Damn this advert was very helpful
Another helpful tip. You're still my go to guy for tips on this game! Thank you for another awesome vid!
Such a simple change, but the results speak for themselves!
Awesome vid! You're an inspiration MrWooshie 🤩
Thnx this helped like within a hour of me working after watching this I needed it
That's a really good tip!
This is also a really great tip for 2D animation, add a second frame, and make it slightly different and go a tiny bit further than the frame, (like a punch being more forward) and it’ll look flawless
Short and sweet. Thank you.
Thanks for the tip! Now ik how to make smooth like cutscenes for my game
Awesome Tipp thanks!
Btw one thing to note here is that in fact you did alter the initial animation - comparing both animations I would say you reduce the "power / punchiness" of the punches while smoothing out the animation. In the original one the punches had way more power it seems :)
That's not a critique or anything bad, guess I want to say that tiny changes likes this could potentially change the feeling of the movement. A short moment of stiffness creates some sort of impact feeling here imo.
You're absolutely right! In this case the best thing to do if you want smoother combat animations with more impact is to add an extra keyframe at the end to hold position as well as up the overall speed of the attack for a snappier movement.
I realized now that using a punch to demonstrate might not have been my best choice xD
But there are plently of animations out there that simply hold on a singular pose for too long which (unless that is the intentional style) can make those animations just not look quite right.
@@MrWooshie haha maybe. It's an awesome Tipp and video anyway. Thanks for sharing
thats great, thx
But for i thing that this example the right one is the best of them because we really can feel the impact of the punch
Maybe for a puch button make that when the caracter actually hit an enemy, he stop the animation 0.2 seconds or something like that
Holy shit that was amazing
Thank you So much this helps a lot
THANKS
💖💖💖
Great video mate
Great vid u have made, I really enjoyed it.
Could u pls make vid wher u show us, how to make an enemy that respawns and cant be controlled.That would be very nice of u cuz I got the Game Yesterday and I have some Problems when edeting my game.
I'm late but you can tweak the controller sensor and go to the imp icon to set your character uncontrollable, it will respawn by default
What a difference!
why stop the tutorials? These were doing so great... keep them coming
Wow!
dejavu! hahaha #MrWooshietutorialvoice XD
Interesting...
I have a question! So sometimes when I’m animating something and I have a key frame go from point A to point B as if they are running. But let’s say at point B, there is a force that stops it. For some reason the character that was walking jerks forward really fast and then does the animation it is supposed to when that force stops it. How can I prevent this and what am I doing wrong that is making it do that?
Damn.