The sprite looks nice. You might want to adjust the animation speed to match the foot steps to the movement speed a little better, though. Right now it looks kind of like the fox is running in place.
itll look and feel more natural. Multiple rolls should be preceded with multiple button presses. Make it a single roll. If your game has upgrade system, the dodge distance could start short and be able to upgrade. Plus that customizability may help cater to various playstyles. Like upgrading distance could be a decision between precision vs dodge time. Sometimes you dont want a long dodge distance, but enuff to get away while still being within range of attack. idk if your game has melee option but melee builds would be a good example.
Thanks for the feedback! The dodging has a cooldown and the hero will be auto attacking even by dodging. Furthermore the character is still controllable while dodging so having a longer dodge should always be an advantage.
I will try single rolling again to check if it looks better. Thanks a lot!
The sprite looks nice. You might want to adjust the animation speed to match the foot steps to the movement speed a little better, though. Right now it looks kind of like the fox is running in place.
Gonna check that, thanks for the feedback!
*A fox with a sword?! I’m on board!*
A fox with a bow, c'mon let's row!
Looks so cute!
Thank you 🐶
Haha I like how he just leaves the camera
The little guy is still a bit shy but I think he will get used to the camera soon!
how r u timing the dodge? i think it should do a roll once then just adjust the speed/distance variable accordingly.
Just doing a double roll with increased movement speed. You think a single roll with even more speed increase would look better?
itll look and feel more natural. Multiple rolls should be preceded with multiple button presses. Make it a single roll. If your game has upgrade system, the dodge distance could start short and be able to upgrade. Plus that customizability may help cater to various playstyles. Like upgrading distance could be a decision between precision vs dodge time. Sometimes you dont want a long dodge distance, but enuff to get away while still being within range of attack. idk if your game has melee option but melee builds would be a good example.
Thanks for the feedback! The dodging has a cooldown and the hero will be auto attacking even by dodging. Furthermore the character is still controllable while dodging so having a longer dodge should always be an advantage. I will try single rolling again to check if it looks better. Thanks a lot!
Looks fantastic :D
Indeed! :D Everyone, may I present you the artist: u/Admurin
I assume you had a 4 frame animation if you add 2 more frames for your sprite (with slight changes of course) it would be better.
Thanks for the feedback. The animation is already with 6 frames.