Dragonbones Animations - Everything


Well, first off, mind the strange sound effects going on. Apparently, when Adobe updated their programs, it caused something to happen where anything made with OGG files will become messed up. I don't get it myself, because I had to use Premiere to splice footage of that one compilation before, and it was fine. Thankfully, rolling back to last year's version fixed it.

Second of all, yeah...as this compilation shows, I have been able to move every attack animation into Dragonbones. By adding frames to their animation file, I was able to create instances that can be called for when performing certain attacks. Some enemies, I had to divide up frames to try and time when damage is calculated, or since some enemies move then they move that way. Any adjustments I need to make to ensure things are lined up neatly, fixes to certain actions, I can do that as needed.

Otherwise, what I plan to do next is get more story stuff done. There will be a few more scenes that will lead to the post-demo section, with an ending scene that can be triggered manually. In terms of spritework, main characters take priority, though I'll see how much I can do for the non-important characters.  If nothing else, those will be things I can always do later when all the other important elements are done, since the main party takes priority above all else.

Once that's done, I will hopefully add some quests to experiment with what I can maybe do for variety. I'm going to do as much work and polish as I can, and as soon as I have my first set of animation frames for the last demo boss, I'll shift over to implementing that fight. Beyond that, once I'm satisfied with what everything, I can start doing preliminary work on a skit system. That won't be part of the initial release, but it will be added later once I have the appropriate art assets for them.

That's about it in terms of this week's update. If things go well, I'll have another post next week as well.

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