It’s okay to lose, too
This has given me more trouble than I anticipated. I started out with the initial sketches, as usual. I made two of them, but I knew I had to go with the 8 frame one for consistency. These took way way longer to get to even this rough state than I care to admit. The back-view running animation at this isometric angle is seriously my least favorite thing in the world. The good news is that I only have to get it right once. The bad news.. is that I’m still not great at it.
Before I dig into this too deep, I realized waaaay after the fact that the reason my 12 and 14 frame animations looked so slow and silly was because I am displaying the whole thing at 11 frames per second. Meaning anything more than 11 frames would take longer than a second to play, as opposed to the 8 frames version which would play at least once a second. Pretty straight forward stuff here, dunno how I missed it. This realization changes nothing though, as I’d much rather go with less frames to make things go by a little quicker. Just some basic stuff I’m going to need to keep in mind with some later animations.
On the Action Script 3 end of things I found a much easier way to program the whole thing. Variables and for-loops n’ what not. Things I’m not nearly qualified enough to cover. Just know that I’m way happier and turned 100+ lines of code into 22.
The process was basically the same as what I covered before with a few exceptions. I was not expecting to run into any layering issues in this process, but boy was I wrong. Take a gander.
The head piece has the neck attached to it, and the body is resting on the layer above that. It wouldn’t have made any sense at this angle to try and do it the other way with the head on top, since the head keeps bobbing in in front of and behind his back. This would all be perfect, except in my initial sketch you’ll notice that I have the arms moving behind the head. Well, layer wise I need the arm to be above the body since in a few frames it appears above it, and then I’d also need it below the head. This is obviously impossible and has been a great cause of frustration for me (I promise, eventually I’ll have a week with no frustration and just smooth sailin’)
I’ve attempted to change the way the arm swings to make it look less ridiculous several times (and in the process completely jacked up the back arm), and I’m sure there is a way to handle this where the head and the arm never cross paths. I’ve spent so much time working on adjusting their movements that I didn’t even invest the time to draw a proper hand for his back arm. Nor have I taken the time to adjust their feet yet, though adjustments like that are really very simple if I can get the base animation to play nice.
Having said all that, we only fell a little short of our goal, though I am cheating a bit here. The bases for the bottom two animations there are obviously just mirrored versions of the upper two, and that is mostly what they are going to be in the end. Right now it’s literally just borrowing the symbols from South and North and mirroring them, but to do it properly I will have to make new symbols that are named properly and exist in their own special set. This is important for asymmetrical designs in outfits and what have you. It’s a simple set up that doesn’t require any extra art, just a little time.
Goal for next week: Tweak the north animation to not look terrible, properly add in the east and west, adjust the feet and hands, and begin on the default costume. Oh, and since we fell short of the goal? All of this will be done and uploaded with a special shame-edition blog post on Wednesday. Look forward to the tears!