Environment Props + User Interface Assets

A few more things that will be placed in the level backgrounds, as well as some UI work.

I also had the opportunity to try out a slightly different type of animation. Instead of using outlines and flat colors they wanted a more shaded look for the flag blowing in the wind. This was only a few frames and very little in terms of movement, but I can already see how something like this could be incredibly time consuming on something more complex. You're basically making a painting out of every single frame...

Some user interface things. Buttons, a window frame, and some hearts to signify the character's health (the grayed out one represents when damage is taken). Why do so many games use hearts to signify health? I blame the Legend of Zelda.

1 comment:

  1. You should try out some skeletal animation tools that will do much of the dirty work for you. Particularly for a flag animation. Lighting can be set up as well as perspective of the camera to achieve the desired effect. Though the learning curve is quite steep for 3D animation tools. But for Animate2D the learning curve is trivial in comparison: https://play.google.com/store/apps/details?id=com.coppola.animate2d&feature=nav_result#?t=W251bGwsMSwxLDMsImNvbS5jb3Bwb2xhLmFuaW1hdGUyZCJd