Improving Hedgehog Animation (With examples and hat compatibility)

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Greenhead352
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Joined: 2023-08-19
Posts: 11

ive always felt like the hedgehogs' movements are kind of stiff, so i tried making a few mockup animations (that are hat compatible) that might help solving this issue!

1. Jump & landing

(ingame mockup)

(actual sprite)

- the original one feels the most stiff to me, probably because there's no windup and no squish and stretch (which you would expect for a cartoonish jump animation)
- an animation like above with the squish could have hat compatibility by stretching the hat along with the animation, though unless there's an entirely new animation system made, it would have to be hardcoded with some pretty bad code (ex. if frame == 3, set hat scale x to 1.2 and y to 0.8)
- it would also add a 3 frame delay or so to the jump, which might be an unwelcome gameplay change

2. Weapon Aiming

- not really an animation, but it would look a lot better if the hedgehog actually looked where the gun was aimed
- the other arm could also be removed from the actual hedgehog sprite and used in the am(weapon) sprites
- the mockup above has 8 frames which should be enough (ex. frame = weapon rotation / 45)
- the hedgehog itself doesnt move in the animation, so the hat would work fine unless it changes eyes (could fix with offsetting the hat to match up with the eyes?)

p.s. actually tried adding this ingame but it seems like the buildingforwindows tutorial is a bit outdated?

Parrot_GamesGG
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User offline. Last seen 2 days 9 hours ago. Offline
Joined: 2023-08-24
Posts: 38

I was always thinking about this improvement, but I didn't have enough skill in this field. Wish you good luck, I hope your animations will get into the game at some point!

Parrot GamesGG, aka DoubRasp. Music composer.
Contact me by this link: https://sites.google.com/view/parrotgamesstudio/contact-us
Newgrounds: https://parrotgamedev.newgrounds.com/audio

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