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I was making my thing, and I realized something
None of my movements are very arcade-y. They loop very well, but they are so, so slow. So, I’m just gonna scrap the whole thing.
I was making my thing, and I realized something
None of my movements are very arcade-y. They loop very well, but they are so, so slow. So, I’m just gonna scrap the whole thing.
simple solution, turn tweening off and double-frame certain points of the motion to get that choppy aesthetic
just like someone else
excuse me is this a callout
A couple of suggestions for that problem
1. Try upping the fps to the maximum allowed, 20, and see how it looks if it isn’t there already.
2. Take a look at the move’s purpose and function and trim frames accordingly. If its a jab for example it shouldn’t have too many start up, active, and recovery frames. Take a look at other fighting games to see how long these moves usually last, a great resource for researching fighting game sprites is The Fighters Generation.
3. Do as Ralph suggested above.
also remember that function should usually come before looking good. A long start up for a jump may look pleasant, but jumps need to be responsive, and as such you usually shouldn’t have more than 1-3 start up frames unless jumping is supposed disincentivised for that character or game style.
Yeah, I did all of these in my new moveset, and I was already using 20 fps
I’m a pretty good animator, I just don’t animate often
In this case, I just made mine before anyone else did so I didn’t have an idea as to how I should go about it