CHARACTER ANIMATIONS WHILE SHOWING MESSAGES
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Hi folks,
I love spriting, and animations themselves naturally, too. But I realized something as I played some RM games lately; any games have character animations while showing messages. The thing is, I do not take care of them. That has shocked me a little bit because I try hard to make them, and I don't do that myself though? Ok, a “well known†example: Velsarbor. That game has many animations while its dialogues, but first time I noticed them was after playing it several times.
So my questions are now: Is it advisable to create them? Or is it futile effort? Do you take care of them? Because the only thing I do is reading the dialogues and clicking them away to see the next one. My own opinion is that I've wanted to fill up my game with animations, to give it a vitalized setting, but now I guess this is not needed. Any other opinions?
I love spriting, and animations themselves naturally, too. But I realized something as I played some RM games lately; any games have character animations while showing messages. The thing is, I do not take care of them. That has shocked me a little bit because I try hard to make them, and I don't do that myself though? Ok, a “well known†example: Velsarbor. That game has many animations while its dialogues, but first time I noticed them was after playing it several times.
So my questions are now: Is it advisable to create them? Or is it futile effort? Do you take care of them? Because the only thing I do is reading the dialogues and clicking them away to see the next one. My own opinion is that I've wanted to fill up my game with animations, to give it a vitalized setting, but now I guess this is not needed. Any other opinions?
If by "take care of" you mean "notice" then yes. I love sprite animations, I think it's the best way to communicate a character's feeling, maybe after appropriate dialog. I wouldn't do it for most interactions, but for required cinematic sequences, it definitely adds another layer of depth.
Yes, I confused those two things. They have the same meaning in one case of my language (not the meaning itself but the words). ^^ But thanks for your reply though. You've mentioned making an animation after a dialogue itself, I think that's still the best I can do, so the player can notice them in a better way.
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