Thursday
Feb172011
Game Dev in Motion #2: Designing and animating top-down 2d sprites
Thursday, February 17, 2011 at 12:24AM Game Dev in Motion #2! ...in which we talk about designing top-down animations and give you a simple method for testing simple frame-by-frame animations direct from Photoshop to Flash in a couple of easy steps. Some what a direct follow-up to GDIM #1 - thanks for all the super feedback.
We cover:
- Deciding what to animate
- How to animate _and_ rotate a top-down sprite
- Drawing large and rendering small
- the complexities of scaling sprites down -- or more specifically designging sprites such that they can be scaled down and why they look, well, silly at their original scale
- ...and the suggestion of what the player sees and how that's perceived
- Testing animations
- in code
- with tools - specifically flash, by:
- getting your layers (frames) in order in PhotoShop
- scaling to size
- importing into Flash
- organising an animation around keyframes
- manipulating frame rate in flash
- adding a background layer to the animation (see GDIM #1 for more on the backgrounds)
- we also point out some of problems -- specifically the artifacting issue we were seeing on the first imported frame
- We also explore using Flash to test movement along with aniamtion - and, well, we prove that it can be done.
- A little about animation and sprite sheet workflow - using Zwoptex for our spritesheets (which are being managed by Cocos2d in our game code).
- Working out framerates -- or, well, iterating the framerates through testing (why to test the things in the first place)
Gareth Jenkins |
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