#charlottezxz
Hi Folks, back with a little update!
We’ve been fixing a bunch of things and working on mocking in maps and other bits and starting to chip at the main menu.
I’ve had a discord mocked up for a little while that i wanted to pop live when the demo goes up, but i am happily opening up now for anyone interested to join. I should hopefully post things to there and here.
That’s all for now!
Hi Folks,
Today I have a different kind of post for you!
I’ve been frequently asked how I do the animation style combination in the way I animate my battlers and how to specifically animate frame by frame in dragon bones itself, well, in this post I’ll hopefully address both of those for you!
To break it down, most battlers are a combination of frame by frame animation and dragon bones mesh and armature. I will supplement this with a most recent animated edition!
This is the Catalier, a small cute forest bug with a shell helmet like a knight (hence the name Catalier, being a combination of Caterpillar and Cavalier). It uses a combination of frame by frame in the eye blink and the whiskers. The rest of him are separate body parts given an armature bone and animated individually.
When it comes to deciding just what, I am going to animate frame by frame or by mesh, I look at the concept of the battler itself. For the most part, any fluid elements to a battler I will frame it. By this I mean things such as a battler’s hair, accessories such as a bag or a cape and things such as tails. Basically anything that can have a fluid movement or a sense of 3D space. When ears flicker they change angle, a tail can swish, a cape can flow…those aren’t as easy or as effective in mesh format.
So with Catalier I decided his whiskers and eyes would be frame by frame to be more characterized and have more motion to them!
So first, I go over my concept of the Battler, drawing each body part into separate ‘segments’!
Imagine if you were making a doll, you would assemble each part separately right? Such as the head, the note, the eyes, the feet, the tail etc. In Catalier’s case each segment of his caterpillar body is separate, as are his whiskers and pieces of his helmet. The end result is a total of these parts.
So first, open up your dragon bones and create an armature document for your battler. Import all the pieces to assemble as normal into the library. Normally I also import an assembled ‘reference’ pose and set that behind and with an Alpha layer of about 50%. Make sure to lock it down! I do this so I can assemble everything correctly on top. Delete the reference after you are finished with it (or just hide it if you so want).
The way I do things is a rule of thumb, if it’s going to be frame by frame it doesn’t need a mesh. Just a bone. Giving the part a bone gives it an anchor point to grab and move and animate.
Adding a bone is pretty simple, make sure that the body part you want to add it to is the only thing you can click on (lock everything else down). Hit the bone tool, drag and pull over your body part and it should automatically link the bone to it. The bone normally names itself after the name of the object/body part.
To add your frames is also pretty simple. On the first body part you attached the bone to, you are going to drag and drop your frames for that body part onto the actual image. I have crudely drawn a red arrow to show this. Do it for every part.
You’ll notice you can toggle between frames with the dot by the name!
I highly recommend the base body part you are going to frame by frame is the first FIRST frame of the animation. Toggling this in the armature mode will change the first frame for everything using that body part.
Once that is set up, toggling each of your frames is actually pretty easy!
Go into the animation mode and select your body part, remember the bone we attached earlier? We are gonna click to to select it. If you move the part on the animation screen, it counts as a point of your animation (by moving with the bone).
In Dragon bones different kinds of animation are color coded. By default green is movement, purple is alpha, grey is frame by frame and blue is rotating. You can actually change these to a preference of your choice if you so wish. In the above screenshot, green is the whiskers moving with the bobbing head and the grey dots are when the image changes into another frame of a whisker part to animate them.
All you do to frame by frame your part is toggle each frame of the body part images we selected earlier. Select the 0 frame on the timeline and toggle the first frame. Then, for example, two seconds down the timeline, toggle the second frame. This is all there is to it! Remember you do this by the circle symbol in your library where we put the pictures earlier.
You can press space bar to play your animation!
In the library you can see as your animation plays how it flicks between the frames when it gets to them!
Don’t forget to toggle the loop icon if you want your animation to keep looping!
And that’s all there is to it really!
You can achieve a lot of different results combining them and i personally find it easier for anything that is more than a simple moving limb. Such as a bird wing or a flowing cape.
Or you can animate entirely frame by frame! Some of my animations are that way. The combination or possibilities are very vast!
I hope this was of some help for you who are struggling to transition to Dragon bones and want to combine frame and mesh!
Happy Game Deving!
Hi Folks!
I’ve put together a fairly lengthy list of both minor and major things that we need to finish up before we’re ready to put out a demo! As of writing this post things on the list include incomplete CG images, missing sprites and animations, missing animations, sound design for some scenes and battle animations.
The list is also split into Need vs Want, with Needs being necessary scripting, animations and images and want being bits of polish and additions like extra dialogue or sprites.
It is certainly playable form start to end but it just needs that touch of polish and finishing of some assets before we’d be happy to put it out for people to try.
It has been a long time coming but it makes me happy to say that we’re at this point so close in time!
As for an ETA it is hard to say but it shouldn’t be that much further.
Thanks for reading!
Until next time!
Hi folks, another update for all of ya!
Much milling has been going around giving characters some nice facials!
The idea being to mock in a fair few ranges of emotions to tide them over!
Most of these pertain to side characters but Melody, one of our main Protagonists (The lass with the pinkish hair) has gotten a whole huge library of them!
Below is Charlie the coot little pupper!
Here is Vanish! Her namesake is more than just a title!
Here’s a bearish huggable guy called Nicholas!
Melody here below with a huge array of faces! You can see some of the older ones i drew before i better established a drawing style. They’ll soon be updated with a ‘modern’ equivalent. (Numbers 3, 4 and 5).
Along with doing expressions, I’ve been going through the cut scenes and sketching in any CG’s where they have been needed!
I also want to give a shout out to @projectcursedmarionette for giving me their feedback on several things such as UI readability and the font. Working on the project for as long as i have means i have gotten so used to it as it was.
Improvements for that include the text box now being tinted brown, font size increase with a thicker outline for readability.
That’s all for now folks, untill next time!