I'll just use Ocarina of Time as an example here. Look at how Link swings his sword. There is no winding up the swing, he instantly responds to the button press by swinging his sword as fast as he can. If you're using the Master Sword for example, he will pull it out of its sheath and attack all in one single motion.
By cutting down the windup time you are making your game respond faster in addition to throwing out additional frames of animation you will have to draw for each set of clothing you want for the character.
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I agree that responsiveness is important, especially in a combat heavy game, however my point wasn't that said functionality should be trumped by a nice smooth animation, simply that one could be used and still hit properly.
I didn't mean for my opinion at the end to undo my main point. |
Man I love this art Box, the simplistic yet polished look. You've inspired me to try this out for myself, I've never really played Zelda but thanks for the inspiration!
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In response to FIREking
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FIREking wrote:
The animations are awesome, however the pointy legs are ... scary? The art style of the turfs reminds me of zelda but the pointy legs and green men make me think of invader zim. |
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Not necessarily, if you start the animation then spawn(1) the actual attack or something, you could have it land on cue. I personally would prefer that over just showing the characters fists suddenly flying out from there body.