Spent the whole day animating the fox character. I chopped up the head, arms, torso, and tail and made variations of them that I could use for the different poses.
I really only had idle and walking animations and variations when carrying objects but it took a while to find a nice walk cycle.
I was particularly proud of the motion of the tail.
It was pretty easy to flip the top of the tail but it made a huge difference in the tail animation. Gives it a little flick as the little fox hops along.
I learned some lessons about making a hierarchy of nodes and pivots the hard way. The AnimationPlayer got a little busy mostly from toggling these alternate tails and limbs on and off. I wonder if I might’ve used AnimatedSprite2Ds for those intead. Easier to manage than multiple assets with visibility on and off?
…
Here’s how it looks with the fox character and the new seed packs. I like that the plants will occasionally drop a seed pack as well as the usual vegetables when harvested. What’s a plant doing with a full packaged envelope of seeds?
What is this, late stage capitalism? Even plants are branding and marketing their seeds?
Duplicated the entire branch of the scene for the squirrel character and swapped images.
Mostly works, just need some tweaking to get things to line up properly again.
The squirrel’s arm looks much better if I treat it like I’m looking at the squirrel from the side instead of from the front.
I wonder if that’s something I should’ve been doing with the fox as well. Might give that a test but I’ve already spent a full day animating these two critters. I’m’a have to get back to making the gameplay smooth.
They’re looking pretty cute, tho. Thu did great!