{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil\fcharset0 Calibri;}} {\*\generator Riched20 10.0.19041}\viewkind4\uc1 \pard\sa200\sl276\slmult1\f0\fs22\lang10 Animation Guide\par \par Due to the large number of different combinations it is almost crazy to create attack animations. \par But I thought I'd give some advice for those who want to take advantage of creating their own animations.\par \par This is a little guide or rather some tips on how to combine sprites to create animations.\par These notes are accompanied by images that will useful as a visual reference, so do not forget to check them.\par \par It is important to know that I have created these animations thinking that you will be able to perform certain functions with your game engine such as: \par \par linking or attaching objects to each other and rotating, scaling and positioning objects.\par \par Anyway, these are just a few examples, the possibilities are many, it just requires a good knowledge of your tools and some creativity.\par \par \par \par \tab attack_sample_01:\par \par 1- the hand sprite must be linked or attached to the weapon sprite, so that both move at the same time.\par 2- The weapon is rotated 90\'ba backwards to create an anticipation\par 3,4,5- The hand and weapon object are removed or hidden, and is exchanged for the hit effect animation.\par 6- the weapon is rotated 90\'ba forward\par 7- the weapon is rotated 90\'ba back to its original position\par \par I'm also going to include some samples to give you ideas on how to move the head and body to emphasize the animations.\par \par \tab attack_sample_02:\par \par To make this animation, what I did was stretch the body in frame 2 (the head must move upwards, still aligned with the body), in frame 3 the body shrink, and in frame 4 it returns to its original size.\par This trick is widely used in animation with the squash and stretch technique and greatly improves animation. \par \par \par Another thing you can do is to use walk and jump sprites in attack animations. As you can see in examples 3 and 4. Interesting things can come out.\par \par \tab attack_sample_3\par \par - In frame 2 of the attack animation I replaced the body with that of frame 4 of the walk animation. (repeat it 2 times)\par - In frame 4 of the attack animation I replaced the body with that of frame 1 of the walk animation. (repeat it 2 times)\par \par attack_sample_4\par \par - In frame 2 of the attack animation I replaced the body with that of frame 3 of the jump animation. (repeat it 2 times)\par - In frame 4 of the attack animation I replaced the body with that of frame 2 of the jump animation. (repeat it 2 times)\par \par \par \par This part is a reference to know how the idle, walk and jump animations work, to have a better location of where to place the different parts of the character (head, hands, weapons) in relation to the body.\par \par \par idle animation: \par first frame = no motion\par second frame = 1 px down\par third frame = 1 px down\par fourth frame = 1 px up\par When using the animation in a loop, remember that from frame 4 to 1 the body rises 1 px to return to the original position\par \par walk animation:\par first frame = no motion\par second frame = 1 px down\par third frame = 1 px up\par fourth frame = 1 px up\par For the following frames the movement is the same, with the other foot. Just remember that from frame 4 to 5 the body down 1 px to return to the original position like in frame 1.\par \par run animation:\par The movement is exactly the same as in the walk animation.\par \par jump animation:\par first frame = no motion\par second frame = 1 px down\par third frame = 3 px up\par }