Character Design – Xaei Li

Here’s my character design. (This one’s not at all the one I’m working with for my game, but that’s my bad b/c I went ahead).

Anyways… This is Onion lol. Its physical appeal’s inherited from its parents; a carrot and a mushroom.

Onion was glad to become a marshmallow as it continued to grow older and lived happily after acknowledging that, even though its carrot hat broke.

(Did It need a back story? you might ask aanndd NOPE, but could I not give it one)

Character Design – Reuben J. Medina

I liked the character design of Pacman from the Pacman Show because of how his limbs look on his body that the original Pacman did not have also his high top sneakers that are similar to the Back to the Future Nike’s. All things I was considering to add to my Character Design and I feel Pacman’s show design was successful.
The Super Metroid design of Samus is design I’ve appreciated for a while it terms of the amount of detail it has despite being a pixel type design also the amount of angles you see of Samus within the game. The most notable thing to me is the amount of times Samus suit design changes based on the suit she gets. Which is something that has always attracted me within games.
The design of Bemo in Adventure time I liked because it was the first thing to come to mind in terms how similar it’d look to my character. The thing I liked is the system that Bemo is, is very rectangle and bulky and Bemo’s limbs are frail and small yet it is not too visually distracting is something I’d like to replicate.
In my design I wanted to try different things it terms of the size and simplicity/detail would look like on the character. Also possible different body types my character might have based on the ability it poses.

Backgrounds – Rose

Finally managed to do the backgrounds. Mine is just two skyboxes since I had already done the parallax clouds in the scenery lab. I didn’t feel much detail was needed since the scenery’s got that covered.

My Character Animation

Here are the sprites for my character’s Idle, Walk, Jump, and Dies animation.

Here is an animation in a Godot scene:

Character Animation Lab

This is the Idle character animation sheet for my character Robin. Due to how long it is and how small it is, I cannot make it larger than this sadly. It took me a while but I managed to finish the Idle sprite sheet, walk, and Jumping animations for Robin.

You may see double he frames when I made them, I made these animations with the intent that they would be the same as when I forgot put them in Godot, but I was wrong, I only needed to make one of each frame for it to run smoothly.

Though they all look a bit wonky, besides the Idle animation, I took a lot of effort into this, in the possible future I will modify them to be better.

Here is a screenshot of my character in Godot. The collider is off for it but the animations all work in sync. Maybe in the future I’ll scale him up a few sizes.

Character Animation – Leighton Snyder

Here are the sprites for my character.

Note that many of the animations (excluding the hit and death) are armless. This is the arm in question:

It’s a separate sprite because it will rotate to aim toward the mouse. So with that in mind, here are my sprites for idle, run, jump, hit, and die:

I made two idles, one without arms for when you are standing still with a gun, and one with arms for when you’re idle and you can’t attack.

Below are the running sprites (probably could have had fewer frames…)
There’s no bobbing up and down during the run because I don’t know how that would look with the gun arm staying in place.

Here is the jump. I don’t know if we’ll learn this later, but I’d like to have the last two frames loop as you fall. Not sure if there’s a simple way to do that. Perhaps I’ll just have to make the falling animation separate in Godot?

Probably should have a seizure warning for the next two, since they are endlessly looping gifs…

This is a simple hit animation:

And this is the death animation. Given the “afterlife” setting of the game, when you die, the character’s manifestation of their body is destroyed; leaving their soul (life essence/force/flame??) behind. (This is another instance where I would want the flame to continue looping after death.)

Here’s everything together in Godot:

I also made the two extra sprites.
A quick talking one:

And a melee attack, which I hope to incorporate one day, after figuring out the gun stuff.

Anyway that’s it. Thanks for reading!

Character Animation-James

This is my Character’s walk, jump and attack cycle. While the character is just plain, I decided to rework on his design (Will have the new design later this month). Overall, the game will be a side-scrolling game, and this his basic move sets. Most one his moves are inspired by games like Fallen Knight and Mega-Man.

Scenery

I created rocks, clouds, trees, and blue background.

And here is the Godot scene for the scenery.