Posts Tagged 'ice'

Animation: Ice_002

Click the animation to download the animation sheet. The gif may not represent the actual frame speed in-game depending on your browser.

Ice_002 Frame Information:

Frame 1-15: Formation of Ice Block

Frame 16-30: Shattering of Ice Block

Frame 15: Still frame of Ice Block with no other effects.  Use it however you need.

A demo containing examples of this animation being used within the VX Database Animation editor can be found under the Materials section of this blog.

——

Falling ice block certainly not an original concept since it’s been used in a lot of games.  This animation, however, was inspired by one certain game.  I’ll let you guys figure it out.

The demo has simple examples utilizing Ice_002 (the same ones seen in the video).  You can use them in your game if you want.

Unfortunately, I was only able to set up a demo for this animation because I had the spare time to.  Don’t expect me to be able to do any more for a long while.  I’m refraining from creating a single download for all animations since I don’t want to update it every time I create a new animation sheet.

Video: Ice_002

Showcase video for Ice_002.

Check back in tomorrow.

I made him an offer he couldn’t Bulbasaur

Much of Sunday was spent preparing for the Elite Four and now I’m in Kanto looking for a Houndour to round out my team.

The above picture is a very rough concept of the next animation although it may greatly change as I work on it.  The shapes are not finalized which is part of the reason why I’m having some trouble making progress on this one.  The main reason being that I’m not sure which method I should use to portray a block of ice falling on a target.  Do I simply do as I did in the image above where I automatically set the distance the ice falls?  Or should I simply center everything and let the user determine the distance from the explosion in the Animation editor?

I thought this was going to be a simple one, but I like the concept and I want to make sure the final product is up to snuff.

Animation Remakes: Casts and Wind

When I look back at my earlier animations, I keep thinking to myself, “I’m pretty sure I can improve them somehow.”  You are your own worst critic after all.  Although it shouldn’t bother me that much, I prefer to keep a consistent quality for the animation sheets I release.  I’ve remade my early cast animations. If you have the original sheets and you’re ok with them, that’s fine, but I will not make those originals available anymore.

The following animations were remade:

Cast_001: Fire – Glyph and flames are darker so the flames can be more distinguishable.  Flames now linger a bit longer.

Cast_002: Ice – Glyph is a bit darker so the white wouldn’t be so dominant.  Stylized snowflake on the glyph is easier to distinguish.

Cast_003: Thunder – Lightning tendrils are a bit more distinguishable.  Not very noticeable if animation blending is set to Add.  Still not completely satisfied with this one.

Cast_006: Wind – Wind effect is increased and much more distinguishable.

Wind_001: Black background removed.  Changed colors.

Sorry, but no examples for these. Making gifs take a lot of time.  I’ll be removing more black backgrounds in the future.

Animation: Cast_002

Cast_002

Click the animation to download the animation sheet. The gif may not represent the actual frame speed in-game depending on your browser.

Not too pleased with this one.  Ice is a hard concept for me.


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An RPG Maker and mobile games graphics blog run by Mr. Bubble.

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