how many pictures i need to make for a character to walk/runn like mario? than

guillefaceguilleface Member Posts: 1,014
edited November -1 in Working with GS (Mac)
just a simple left and right movement

Comments

  • DrGlickertDrGlickert Member Posts: 1,135
    That's really up to you. Depends a lot on what you want gameplay to look like. Check out the Platformer template in GS. In that one, it has a bunch of images; 8 specifically just for movement in each of the directions (for a total of 16). a couple for falling and 2 for standing.
  • old_kipperold_kipper Member Posts: 1,420
    google "walk cycle" and that will give you an idea but it is also down to the frame rate of the animation. If you grab a picture of a walk cycle and then cut it up into frames and play it back as an actor you can see what is working for you. You can also try cutting out alternate frames and cutting the speed to half and it may still work.
  • guillefaceguilleface Member Posts: 1,014
    thanks for your answer, right now iam only drawing how a game will be because i still looking for a mac, so do i have to draw 8 pictures or there is a short cut using already the first picture?f, or example on the main pictures just redo a leg in different position i dont know something like that, sorry iam new to this
  • DrGlickertDrGlickert Member Posts: 1,135
    No need for apologies guilleface. we're all new at this. ;-)
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    If you are doing it by hand, then you of course have to draw out each individual point in time for the walk cycle. There are animation programs out there, but they have somewhat of a steep learning curve. Toon Boom 5 is a good animation program, but again, steep learning curve. I have done a walk cycle with Illustrator using 1 image, and then adjusting the limbs accordingly, and then export each image out as a .png. Very tough to get a natural walk cycle this way, though.

    For almost 10 years, I have been using "Poser", it has a walk cycle that you can adjust to your needs, and then I export that out as a .png sequence. It comes out to 30 images, but I throw out every other one, and sometime do that again until I'm left with either 15, or 7 images for a walk cycle, and adjust the frame rate for my needs from there. It's a 3D character program, but you can convert to 2D and apply a cartoon look if desired.
  • guillefaceguilleface Member Posts: 1,014
    yes iam doing by hands, and definitely i cant use software to complicated for me, so i guess i will draw all pictures in different position, or how much do you think some one here in gamesalad will charge for a character with left, right up, dowan movements? thank you all for your help
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    There are several people here that offer art services. I'm sure they will be posting very soon.
  • GingerBGamesGingerBGames Member Posts: 390
    The original Mario 1 game used 3 different images to make the running effect.
  • shebhntshebhnt Member Posts: 74
    Game I'm working on now uses three images but four frames. It is suppose to be old school so I just have one frame where one foot is in front then the other is in back, a frame where they are both even (also the image used when standing still) and then another frame with the feet opposite then the first one. Then I put the still frame back in and it works very well.

    It really does depend on the style you are going for. Just depends on how fluid you want the animation.
  • DreamLabDreamLab Member Posts: 2,127
    I use about
    5-10 images per walk/run. and for the jump from 3-6.
    thats just what I do
    DL
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