How I fixed my game's animations! | Unity Game devlog
Video Statistics and Information
Channel: Lost Relic Games
Views: 49,357
Rating: undefined out of 5
Keywords: unity game devlog, game devlog, animation principles unity, unity 2d game devlog, game dev devlog, dani unity, unity3d devlog, indie devlog, indie game devlog, unity 3d, animation, indie game developer tips, game development for beginners unity, player controller, 2d animations, platformer, game dev vlog, how to, fix animations, how to fix animations in unity, good animations in unity, key frame unity, principles of animation, unity tutorial, player controller 2d
Id: Syxtvu9cIY8
Channel Id: undefined
Length: 7min 10sec (430 seconds)
Published: Sun Oct 06 2019
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What an Incredible difference! The 'in between' frames you describe are so important to selling fluid animations. Really impressed with how the game is progressing. Can you do a video on your full animation tooling setup?
I love this sort of content, because these are the sort of things a lot of us overlook, especially if you're a small team or working solo.
This is fantastic. The mustache movement really sells it IMO.
Have you seen this video Why your death animation sucks? He talks about foregoing sprite sheets somehow that I didn't understand, but it reduces file size. Maybe something to investigate if you're worried about devoting too much to animations.
"Hello guys my name is John Wick"
It's definetly improved.
But. You're probably going to hate me for pointing this out.
You throw from the back hand, not the fore hand. You can't get power jabbing an axe forwards - you get power from swinging your hips and pushing off the ground.
It's... probably worth fixing, because it'll be one of the more used animations in your game - after running and jumping.
dude, this video is so important to consider. I had to watch it twice to let it sink in. What a big difference a few animations made. P.S I've followed your mega man tutorial series!
You may have done it already, but I often find it helpful to go even more extreme with the squash and stretch and then dial it back if necessary. I think your animations are much better, but I wonder what would it look like if there was even more squash and stretch? Even more weight to the landings and more anticipation to the jump and throw? At worst, you can always revert to this version, but try going big!
To think a reddit was behind your motitvation. I agree with what you said at the end about game developers being sensitive to feedback. I dealt with this for a long time; not being able to distinguish between constructive and critical feedback. It's a skill. Love your game btw, on my wishlist.
you are breathtaking