844pm jeepers big animated gifs sure are rough on my slightly older computer. I forgot about how insufferable this used to be!
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8-25-2021 353pm and TODAY my proper computer’s battery is dead and it won’t start even on direct electricity so now I need to deal with all that involves. My hard drives are fine, just impatient.
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8-24-2021 1149pm hello this site wasn’t working at all, giving the “apparently that’s not allowed” error when i tried to access it or any other page around 11:27. for a few minutes? a few hours? days? I have an important rygar update but it won’t be feasible to present effectively in eleven more minutes. that is just how things are these days!
snikpel the snokpeal runs in five directions, gets hurt from 8 and then flops over in a needlessly difficult to draw fashion from 8, because that is what I drew happening the past week. The angles aren’t evenly spaced but they follow from the standing pose well enough and ideally nobody will spend much time walking around staring at the “corpse” to check on how consistent the angles are. I made the little orange bits that splash off dissolve instead of stay on the ground anyway, as much as I hate to remove any detail, since those would definitely mess with a coherent rotation.
I also expect to draw it flopping over in a less complicated manner because I already drew the legs for that in an earlier botched version of this flop. Like seems to be usual, I make something more difficult for no real reason on a whim and commit to finishing it rather than cutting my losses once I realize I have made it harder. there may be yet more defeat types related to the more upright agony poses, because my life has no meaning.
actually getting these sprites all into the game and programmed to appear properly will probably also take more days, and I still haven’t given it attacking frames! in fact the original low resolution snikpel from 2003 simply played its running frames out of order for attacking and “dying,” with a single flat on the ground pose.
some of the fun of a game like this is beating up dumb little beasts and having goop fly out of them so I ought to have at least one melting animation also. I would like to have little marshmallows fly out of it when it takes a regular hit, but that stuff is even harder to control than my ability to not do needless things. I am fortunate I still haven’t made myself give toes to these things.
I had terrible tools then and was much more easily pleased. I have not yet become displeasable enough that I force myself to properly animate the “pain” sequences; i can make them jump in the air when hurt as I did with dopes and wah beasts previously, but after excusing this awkward full rotation flop it may be more difficult than previously to not excuse any additional tediosity. So many of my endeavors end in flops that maybe it was inevitable that I would make flopping a full time endeavor for my-self.
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pindohodo sez:
Oh these are all great! The flop frames especially look so smooth and have a real sense of weight to them, overall this colourful little pumpkin headed play-doh horse is just so nice to watch in motion :) And you know, that old low-res spinning version could still be used as a background element in one of the levels, maybe as an image on a computer monitor where the low resolution wouldn’t look out of place. Just hurling that idea out there :”””)
Frimpinheap sez:
Oh jolly good, I am glad that these are satisfactory in appearance! I would have preferred to simply make a video of them but that rarely ends up being simple the way I do things.
I have yet to remove any 200x-era sprites from the main resource lump as if hoping for a legitimate application, but outside of menu graphics that are still scaled to match the original game’s appearance nothing has occurred to me. I expect the old sprites would still look very out of place with the newer way I have been making wall images.
Snikpel the Snokpeal sez:
I used to be the most important character on this site!
Frimpinheap sez:
You aren’t stupid enough to be more important!