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Old 07 September 2019, 01:38   #146
trydowave
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Quote:
Originally Posted by Tsak View Post
Yup, Final Fight also uses modularity to some extend (and probably other Amiga beat'em'ups). F.e. if you check Axl's sheet below, you can see (from the available parts) that to do his walk cycle you can use the same upper head, torso and arms parts and only have different frames for the waist, thigh and legs to animate him.



However the method used here is still not fully modular. In effect what you see above are the normal frames from the arcade, recolored and resized for use on Amiga and then split into 16x16 tiles. The majority of these parts, despite being seperate on the sheet, only fit with very specific other parts. F.e. you cannot take a head and pair it with a different torso and you cannot take a torso and pair it with a defferend set of arms. Hense, the available combinations you can do with these parts in general are extremely limited. Which is also why this particular enemy only has like 10 frames in total for all his anims in game (not counting flipped ones).

What we do in Metro Siege is similar (in principle) with this technique but at the same time quite different as well.
All very interesting.

am i guessing right when i say you have the arms, legs, head, torso etc all completely separate then move them around individually like old school layered paper animation (modern digital equivalent would be south park) to create the illusion of individual drawings and then when that cant be used redraw the frame when needed?

For example: Modular would be him standing still but rather than being static you can make him breath by moving the arms up and down giving the illusion of different frames of animation

And when a new frame has to be drawn completely: An upper cut etc.
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