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animations from redder, at double the size they appear in the game.
you can see there are some frames in the astronaut’s walk that change very little, to produce a more natural pace. i also tried to add some elasticity to the back-and-forth motion of things like the glare on the astronaut’s helmet and the robot’s head.
speaking of redder, i’ll be presenting a talk on the development of a single screen from the game at san jose state university on tuesday. so drop in.
5 comments
Hey Anna, just had a quick go on Redder, great stuff so far. The Solar Jetman inspired beginning has me all nostalgic now! That was a hard game.
Thanks for posting these animations, very cool.
Looking forward to playing more of it soon (the music is especially awesome btw).
Wow, up till now my brain had been parsing the as an upside-down creature with a square base and a pincer mouth.
This was a great game.
Assuming the glare is coming from a local star or a large moon and the helmet is roughly spherical, shouldn’t it remain stationary?
Actually it just occurred to me that a large portion of the game takes place underground, so the glare would have to be coming from something else anyway.
the glare is coming from your sunny disposition, shmerker
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