Technically it's not reanimating, since they haven't been animated before, but I found this image online and my brother and I turned it into an animation! :D
There are 8 lines of 32 pictures each. Each line is a different direction (the first line is facing west, the second line is facing north-west, etc.) The first four of each line is the idle animation (for when the skeleton is standing around doing nothing). The next eight is the walking animation. So when the skeleton was walking south-east, we'd have to find the eight frames from [4,5] to [11,5] (where the first number is the column and the second is the row, but each column and row starts at zero, so that it's [4,5] for the fifth from the right and sixth from the top; the top left frame would be [0,0]). The end result was a skeleton which could be made to walk around with the arrow keys! :D
Tuesday
Reanimating Skeletons
Labels:
animation,
isometric,
multiplayer,
necromancy,
prototype,
rgame,
skeleton
by
Giantfishy
Posted at
13:18
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FTR, we've been using Ruby for prototyping, with Chingu (code) and Gosu for game-specific and graphics support, and tmm1's AMQP client for multiplayer experiments.
ReplyDeleteAlso, props to opengameart.org!
ReplyDeleteYep! :D
ReplyDeleteIt's looking really cool at the moment. When we loaded a medieval tileset as the background, I looked at the skeleton against the tudor-style houses, and just thought 'Perfect.' Of course, even though opengameart.org is free and legal, it feels a bit like cheating using somebody else's artwork (however awesome it is).
(Which is why it'll be important to follow the license conditions on the resources we use from OGA if we end up releasing anything.)
ReplyDeleteYep.
ReplyDeleteI think that skeleton was CC: BY-SA.
I don't know what the SA means, but BY is attribution.