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Animating simple player sprite (Platform)


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#1 JasonK

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Posted Yesterday, 12:38 PM

Dear DevMasters,

I'm new here and this is my first post on DevMaster so I hope I don't violate any forum rules with this post. Also excuse me if my English is not very good. I'm working on a simple platform game and I'm not very good at spriting/game design. This is how my game looks like at the moment:

Posted Image

As you can see It's very basic. I've designed a simple player sprite but I can't get the walking animation smooth. I'd hoped that somebody could help me out with the player walking animation. Here is the PNG file of my player:
Posted Image

I'm looking for something like this, the only problem with this animation is that it's not very smooth and I need the player to be bigger:
Posted Image

Also, if anyone has any tips or additions for my platform game I'd really like to hear/see them. I've read a few articles so far on this forum and I like to hear more. Thanks in advance!

PS: Can I also ask for sprites against payments on this forum?

#2 TheNut

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Posted Yesterday, 03:00 PM

Some people have different acceptance levels of what's smooth and what's not. If you look at the TV and movie industry, you will see that a minimum of 24 fps is considered smooth. In the gaming industry, most people prefer 60 fps, which most would agree is the upper limit of our ability to track motion. Having said that, if you wanted to generate a smooth animation, you would need to have a minimum of 24 frames to render in a given second. In your example, your sprite only has 7 frames, which can have two side effects. If you render the animation at 7 fps, then it will have a choppy animation. If you're running your animation at a higher frame rate, then the sprite would appear to be animating very fast. At 30 fps, your animation would loop 30 / 7 = 4 times. This will produce a smooth animation, but you would have to move your character around the screen much faster.

So animation can be broken down into two tasks. First, find out how long it should take to complete a motion. Once you know how long it should take, you can then determine the number of frames you will need based on your target render frame rate. If you need an artist to help you with that, then you'll need to find them. Try contacting the original author of that sprite, or make requests on other sites like deviantart.
http://www.nutty.ca - Being a nut has its advantages.

#3 rouncer

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Posted Yesterday, 03:07 PM

dont worry violating forum rules is my job! :D

you could always puppet the feet sprites, then it would be really smooth.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.





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